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  • Joined: 18 Jul 2019
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SMS Game Maker - Make games without code
Post Posted: Wed Jul 24, 2019 9:35 pm
Hello everyone.

I'm currently working on a software to make games for the master system without a single line of code.
You can see a video that showcase the different features which work on the SMS.



It's in early stage of development. Only one week for the SMS Engine( You can see bugs in the scrolling).
I learned a lot thanks to this forum. And the available tools and libs are wonderfull!
Thank you so much guys! You did an amazing job.

Currently working features:
- Tiles editor
- Main character settings (position, speed, jump power)
- In app test (Test directly in the tile editor)
- Preview (Test with sms screen resolution)
- Emulator test

Features that will be available soon:
-H/V flipped tile
-Front tile (Priority flag)
-2 Players
-Random map size
-Switch and doors
-Mob

Feature that will be added eventually :
-Seamless open world engine
-Parallax
-Water level (like in sonic)
-Coop editing (Edit a map with your friends in real time online)

Thanks.
title.png (44.77 KB)
title.png
tile editor.png (25.31 KB)
tile editor.png
test.png (20.22 KB)
test.png
thanks.png (44.34 KB)
thanks.png
SMS_GM_demo.zip (7.94 KB)
Game made the tool

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  • Joined: 25 Feb 2006
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Post Posted: Wed Jul 24, 2019 10:29 pm
That's a pretty awesome project! Can't wait to see it in action. ;)
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Post Posted: Wed Jul 24, 2019 10:41 pm
Interesting, are you going to open source this on GIT?
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Post Posted: Thu Jul 25, 2019 6:20 am
Video added. I guess this is really a platform game maker rather than a general game maker; I look forward to seeing what people make of it.
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Post Posted: Thu Jul 25, 2019 6:24 am
wow! I saw the video, it looks amazing!!
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Post Posted: Thu Jul 25, 2019 7:16 am
Thanks for the video Maxim!
Maxim wrote
I guess this is really a platform game maker rather than a general game maker;

Yes for now. But in the future things like gravity and input will be customisable.

IllusionOfMana wrote
are you going to open source this on GIT?

When I have a clean version of the code. Yes
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Post Posted: Thu Jul 25, 2019 10:40 am
This looks pretty neat!
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Post Posted: Thu Jul 25, 2019 11:11 am
OMG!!!
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SMS Game Maker - Update 1(Slope/RPG style gameplay)
Post Posted: Thu Aug 01, 2019 9:27 pm
Hello Guys!

This is the first update for the project.
.be

New features:
-Slope
-Tile collision editor
-Front layer
-Sprite sheet editor
-Input editor

More info on my blog


slopeDemo.sms
RPG_Demo.sms
slope.png (10.16 KB)
slope.png
frontTIle.png (3.87 KB)
frontTIle.png

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Post Posted: Thu Aug 01, 2019 10:34 pm
very interesting! Im extremely interested in the RPG Style builder!
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Post Posted: Sun Aug 04, 2019 1:48 am
Looks brilliant so far! This will be wonderful for artists to be able to create games.

Could you please include controls for Controller 2? For example, to allow for twin stick shooting, or maybe for inventory management in an RPG...
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Awesome
Post Posted: Tue Aug 06, 2019 12:59 pm
Awesome, I've just (and finaly) subscribed SMS Power because of your project, that already looks awesome.

Thank you for this project, you already made quite a progress in less them 2 weeks, flip tiles, tile priority, slopes, wow too much for little time, congratulations.

And don't hold back, give us SMS full power (yes, parallax please, doors and big metroidvania map, FM sound if possible), let's pussh the small brother to it's limits.

Since I saw your video on youtube, yesterday, I started to adapt a tileset that I was working on GB restrictions to sms. Already adapted the first still sprite.
sprite sms.png (6.36 KB)
WIP sms 1 frame sprite
sprite sms.png

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Post Posted: Tue Aug 06, 2019 10:48 pm
Last edited by Yuguzu on Wed Aug 07, 2019 7:10 am; edited 1 time in total
Amaweks wrote

And don't hold back, give us SMS full power (yes, parallax please, doors and big metroidvania map, FM sound if possible), let's pussh the small brother to it's limits.


Thanks Amaweks. I'm working on the "metroidvania map" right now. I'm trying to optimize code while finding a good algorithm for compression. Doors and other interactive objects will be very easy to implement in comparison.

Amaweks also wrote

Since I saw your video on youtube, yesterday, I started to adapt a tileset that I was working on GB restrictions to sms. Already adapted the first still sprite.


Your sprite looks great. If you finish the sprite sheet, it will be fun to use it for a next video. Well if you want of course.
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Post Posted: Tue Aug 06, 2019 11:23 pm
Wow, thanks for teh answer.
And yes, I just want to redraw the tileset I already have (3 alien landscapes) and them I'll start with the sprites (this week I hope). I'll be glad if you use them on sms game maker.

Wich resolution whould I espect and use to make a mockup? 256X192? Will be 256X224 an option?

Thanks for this greate work.
sms tile test.png (38.55 KB)
wip sms tiles
sms tile test.png

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Post Posted: Wed Aug 07, 2019 11:27 am
Amaweks man. You have talent. Its an awesome tileset.
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Post Posted: Wed Aug 07, 2019 3:49 pm
If you want some tilesets to test on your program but dont mind the artist dropping some shameless promotion, i have an interesting set for a top down game on the Master System Im currently working on lol.
castle akuma demo.png (92.92 KB)
SMSCastle Tileset
castle akuma demo.png

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Post Posted: Wed Aug 07, 2019 4:10 pm
Dude... you're frikn amazing. I sometimes wondered if there would ever be an SMS equivalent game maker tool that could one day rival that of NESmaker. Keep it up, take your time and don't rush (lest you burn yourself out like I have on some of my own projects in the past), I have a lot of faith in the success of your project.

Do you plan to support the other two siblings of the SMS too? like the SG1K & GG? Their biggest hardware differences are mostly VDP-related, with a few minor differences as well (sound/ram in the case of the SG1K, pause/screen display behavior in case of the GG). Imagine making full use of the GG color pallette.. one could make some really pretty games on there, like Sylvan Tale or Kishin Douji Zenki as examples.

I'm willing to do some real hw testing if that helps, as soon as I fix my Game Gear that is, one of the capacitors broke loose due to a rushed soldering job and I need to re-solder it first.

Sorry for my rambling, great project man. :]
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Post Posted: Wed Aug 07, 2019 6:53 pm
kaportza wrote
don't rush (lest you burn yourself out like I have on some of my own projects in the past), I have a lot of faith in the success of your project.


Thanks. Yeah. I know that too. That is why this time I did things diferently. I started by talking about the project instead of burning for 1 or 2 month trying to have something revolutionary to show.

kaportza then wrote
Do you plan to support the other two siblings of the SMS too? like the SG1K & GG?


Not the SG1K but the GG yes. I've never played the SG1K. But GG is a part of my childhood. This wonderful console like the SMS is in my heart. GG + me =
Personaly I would like to port "the story of thor" on the sms and gg.

Thanks for your faith in the project man.
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Post Posted: Thu Aug 08, 2019 6:25 am
Looking great.

Any plans to allow building maps out of metatiles?
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Post Posted: Thu Aug 08, 2019 6:45 am
Yuguzu wrote

Personaly I would like to port "the story of thor" on the sms and gg.

Take my money!
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Post Posted: Thu Aug 08, 2019 9:26 am
surt wrote
Any plans to allow building maps out of metatiles?


Yes. Also brush and custom metatiles saved with a ctrl-c.
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Post Posted: Sun Aug 25, 2019 9:49 pm
IllusionOfMana wrote
If you want some tilesets to test on your program but dont mind the artist dropping some shameless promotion, i have an interesting set for a top down game on the Master System Im currently working on lol.


I just realized. I did not answered you. Yes if you have some tilesets I will be happy to use them.


New update:




More info on my blog: https://yuguzus.blogspot.com/
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Post Posted: Sun Aug 25, 2019 9:57 pm
Looking amazing !!!

Very interesting ;)
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Post Posted: Sun Aug 25, 2019 11:26 pm
Wow, this keeps getting more amazing! great job guy!! :)
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Post Posted: Sun Aug 25, 2019 11:55 pm
Yuguzu wrote

I just realized. I did not answered you. Yes if you have some tilesets I will be happy to use them.
If you want some SMS-spec assets I put together a small collection on OpenGameArt.org: https://opengameart.org/content/sms-like
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Post Posted: Wed Aug 28, 2019 7:16 pm
surt wrote
If you want some SMS-spec assets I put together a small collection on OpenGameArt.org: https://opengameart.org/content/sms-like


Thanks. They are awesome. But do you have tilesets that fit on a 256x64 or 128x128 image with tiles present only once?
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Post Posted: Wed Aug 28, 2019 7:40 pm
Yuguzu wrote
But do you have tilesets that fit on a 256x64 or 128x128 image with tiles present only once?
These aren't from actual SMS games so you'd have to pick-and-choose the tiles you want to assemble a tileset for a given game/level.

EDIT:
I could probably assemble something if you've got something specific in mind. Or you could give me access to a build so I can assemble one alongside a map. :P
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Post Posted: Fri Sep 13, 2019 8:42 pm
That's awesome! Which programming language you're using?
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Post Posted: Mon Sep 16, 2019 6:31 pm
raphaelncampos wrote
That's awesome! Which programming language you're using?


For the master sytem part, c and asm.
For the tool, action script 3. Yes I'm retro ;)


And here it comes the next update:



I'm few steps away of achieving one of my goal for this project:
A seamless open world engine.

More info on my blog: https://yuguzus.blogspot.com/
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Post Posted: Mon Sep 16, 2019 9:25 pm
That is some very exciting work, Yuguzu... take your time and keep those updates coming!
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Post Posted: Tue Sep 17, 2019 2:47 pm
When you create a giant map, are you also able to place unique objects and enemies in various locations in the map? So for example, one super cluster would contain a particular gem that the player is searching for, but it shouldn't be repeated in every identical super cluster.
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Post Posted: Tue Sep 17, 2019 3:23 pm
Oh cool! Ive been looking forward to this update!
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Post Posted: Wed Sep 18, 2019 4:08 pm
Centrale wrote
When you create a giant map, are you also able to place unique objects and enemies in various locations in the map? So for example, one super cluster would contain a particular gem that the player is searching for, but it shouldn't be repeated in every identical super cluster.


Yes you can place objects wherever you want. Actualy in the last video, sonic is an object and can be placed anywhere.

I'm currently working on objects right now. The next update will be on this subject.
screen.png (9.51 KB)
screen.png

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Post Posted: Tue Nov 26, 2019 6:04 pm
Hello everyone

It's been a long time.

I want to launch a crowdfunding campaign for this project. I can't continue this project the way I did in the first months of development.
Due to changes in my personal life this project was stopped. And now I really need support for this project.
Unfortunately, if the campaign fails, this project will be postponed for an extended amount of time. I wanted to wait to have a bigger community around this project but I just can't wait any longer.

I need your advice for the campaign strategy. For instance here is the perks:
-10$ Open beta access
-20$ Close beta access
-40$ Late alpha access
-80$ Alpha access
-160$ Pre-alpha access

The more you give the earlier you get access to the software.
I'm not sure if those are good perks. It seems too simple. I would like to find perks that don't require to much time. Tell me what you think. What perks would you like to see?


And for the name of the software. Do you think "SMS maker" is a suitable name? Or should I use "master system maker"? Someone even suggested "Yuguzu".
Since this software could implement PC/mobile export, I also find "Retro creator" interesting.

Here are the milestones:
-30000$ Basic- You'll be able to make simple games(action/arcade)
-40000$ Enhance graphics- Water level/Parallax/Background animation
-60000$ Advanced - You'll be able to make more sophisticated games (RPG/puzzle games)
-70000$ Dedicated sound/music module - You'll be able to make music in a very easy way using samples.
-80000$ Shared project - You'll be able to develop in real-time with other people.
-100000$ PC/Mobile export - You'll be able to export the game for PC and mobile
-130000$ Limit breaker - You'll be able to make game for PC and mobile with limitations you choose( number of color/resolution/sound quality/ sprite numbers)

What would you like to see for this project?


I'm open to any advice.
retroCreatorLogo.png (32.54 KB)
retroCreatorLogo.png

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Post Posted: Tue Nov 26, 2019 6:44 pm
Those are pretty high prices and goals. Keep in mind how niche the SMS really is and this tool only builds for that platform... If you want to make it more worth while you would need to add other 8 bit platforms like the GameBoy, NES, and Game Gear (really just color mode option for the GG).

I enjoyed the Alpha version you allowed me to test a lot and do wish to see more from you in the future. You should consider a Patreon and you should go out and talk to some of the retro devs and enthusiasts specially on Twitter and see if they can help give you a shout out.

For getting into your prices well I have no clue what the access levels are but you should just provide 3 or 4 level options so its not confusing.
ie

"If you want to support this project consider donating x amount. The amount donated will determine which version you can try, larger amounts open up earlier builds for you!
5$ - Pre version 1.0 Access
10$ - Beta Access
20$ - Alpha Access
25$ - Base Build Access

Your donations will allow me to build the program up with important new features. These are the milestones for those possible new features.
1000$ Basic- This will allow users to build simple SMS games
1500$ Graphics Pack- This will add Advanced Graphics code and options to the builder
2000$ Code Pack- This will add the ability to make more complex games like RPGs with code options added to the builder
3000$ Sound Pack- This milestone will add Advanced Sound control code and options to the builder
6000$ Modern Export- PC and Mobile build options will be added to the builder so the dev can use this as a light weight modern game engine for ARM and x86 based platforms.
8000$ Full Engine- This will unlock the ability to ignore virtual hardware constraints for building games for stronger platforms effectively making the builder a full light weight game Engine for PC and Mobile!
10000$ Group Dev- Support for multiple developers to work together on a single project over the internet with live update"


This is just my suggestion. Its more realistic and puts some of the more harder to do things out there into the higher end spectrum. If there's actually something you dont want to do then dont list it as a possible perk/milestone even if it makes your product look more appealing.

Consider what I said about multiple retro 8bit platform support though, it may help. Personally if you made this just a Sega oriented Engine with SMS, GG, and MegaDrive abilities that would be enough to push past the niche dev community and get enough eyes on it to probably even reach a 10000$ goal or even more.

Good luck friend, hope all goes well!
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Post Posted: Tue Nov 26, 2019 6:45 pm
My advice would be to open source this, with a firm hand on reviewing pull requests. You have the greatest chance of keeping the project alive and maintained if you are not the single point of failure.

If you choose to make this a for-profit endeavor, you are at risk of more personal life situations causing this to be back-burnered. And that puts the trust of your backers at risk.

Additionally, even if you can deliver this, you don’t have an incentive to innovate or iterate after the funding runs out.

You’ve set funding goals for features you don’t even know that the community even wants: if nobody uses the collaboration feature (as cool as it sounds), then you haven’t maximized the potential of those backers’ funds.

Open source allows the project to grow organically. Features will develop based on need rather than cool ideas without data to back them up. And you have an army of devs contributing instead of an army of one.
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Post Posted: Wed Nov 27, 2019 1:52 am
Best of both worlds? Set your “basic” tier’s commitment to make it open source. Any tiers beyond that are commitments you are making to the community (and backers) for features that you will deliver.

You get paid for all the hard work you’ve put into it, and you are incentivized to take it further...with the community.
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Post Posted: Thu Nov 28, 2019 12:47 am
Whew, your milestones seem quite, shall I say, ambitious in their pricing.

I wish you all the best, but I don't know if that is achievable....maybe it is, dunno.

Shame to see this fade away, but such is life. Hope things work out for you. Please come back to it one day when you are better able to.
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Post Posted: Mon Dec 02, 2019 6:00 pm
Isn't this the fate of all "make games without knowing how to code" projects? (The most successful such platform, Gamemaker Studio, quickly funnels you away from drag-and-drop into a high level scripting language.) Having seen a few of these come and go, it's clear that you can learn to code in the time that it would take for someone to create such a platform, if such a platform were ever completed and released.
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Post Posted: Mon Dec 02, 2019 6:55 pm
Ok. It seems that crowd funding is not a good idea for this project.
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Post Posted: Tue Dec 03, 2019 4:52 am
Centrale wrote
Isn't this the fate of all "make games without knowing how to code" projects? (The most successful such platform, Gamemaker Studio, quickly funnels you away from drag-and-drop into a high level scripting language.) Having seen a few of these come and go, it's clear that you can learn to code in the time that it would take for someone to create such a platform, if such a platform were ever completed and released.


I think personally I would enjoy using this as a builder especially if Its assembler could spit out the script with comments. I imagine its all module based so comments could just be added into each module on how they work from the ASM side.
People are always trying to find a way to advance the area of visual programming, I feel like as long as you allow the developer access to the code side of it then there shouldnt be an issue with how you push it. I mean tons of indie devs with their shovelware made on just simple modules thrown around in GMS or Unity but those tools also allow serious devs to script their own things as well.
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Post Posted: Thu Dec 05, 2019 8:30 am
Yuguzu wrote
Ok. It seems that crowd funding is not a good idea for this project.


I wouldn't say that.

Others have given good advice, including the fact that SMS is comparatively niche so the milestones can't be too high. It's hard to say how much is too high, but for PC games the trend seems to be having very low goals, sometimes it's obvious that the money won't be enough. Maybe they are doing it to make them easier to reach, maybe it has become a race to the bottom.

Yuguzu wrote

Yuguzu wrote
And for the name of the software. Do you think "SMS maker" is a suitable name? Or should I use "master system maker"? Someone even suggested "Yuguzu"

"SMS Maker" feels great because it is easily understandable. "Master system maker" is a tad long. That said, it has the advantage of being unique. Only returns 7 results on Google at the moment :D An SMS is a phone text in Europe, so "Master System Maker" might be a good option.Abbreviated to MSM, similar to SMS :D

"Yuguzu" is not self-explanatory, but it's important you choose the name you like. It's not going to make or break the project.

I'm personally not a fan of "Retro Creator" because it feels very vague for a project that that I thought was going to be focused on SMS and GG. (It's great the Game Gear is included, btw.)

I have friends who have (unsuccessfuly) tried to kickstard board games and digital comics, and I can say it's a Kickstarter campaing is really a lot of work. It's great you're consulting the community on this.
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Post Posted: Fri Dec 06, 2019 4:27 pm
Wow!!! Everything about this project sounds great I hope you to focus on JRPGs and metroidvanias my favourites genres that can make the games last long.

It seems would work great such as the actions, interfase, graphic effects then the AI comes to mind this would be for sure the hardest part to make proper games, so the community should share IA's routines to implement it and got credit for that.

Very nice project btw!!
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