
Game Maker Top Down Car Physics
This engine demonstrates an implementation of game maker's built in box2d physics engine in a top-down car simulation. Box2D enables smooth and precise collision detection and reaction, and the use of joints simulates realistic car movement that is usually not attainable using conventional physics.
• • • • Community ▼ • • • • • • • • • • • • Resources ▼ • • • • • • • • Other ▼ • • • • • • is software designed to make developing games easy and fun. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games.
Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. Content that does not follow the is subject to deletion, so please become familiar with them. Edit: removed annoying camera shake effect, and did some minor tweaks I've been working on this on and off for about a month. The code is a huge mess, since I'm only doing this to learn how to implement realistic-sh car physics into Gamemaker. Eventually I'll start a new version and use what I've learnt from this to create a better, cleaner car physics engine.
Controls: Throttle: W Brake/Reverse: S Steering: A,D Traction Control System: P Tuning: Front Grip: U,J Rear Grip: I,K Power: O,L • • • • •.
Several of the top winners of the competition used a game development tool such as Game Maker or Multimedia Fusion 2. What brought these games over the top seemingly is a scope and size that is difficult to match with just frameworks and APIs. Cat Planet I think has something like 100 levels. With a level designer built into Game Maker, the programmer can be developing levels within a few hours of the competition. I remember when building the level editor was part of the challenge. It is just really difficult to compete with a fully integrated set of tools that make it easy to create a game in a couple hours. Apocalypse Adventure is absolutely enormous and doesn’t seem like a 48 hour game at all.
To build something like this, you almost have to be building the world from the first moment of the competition, which evidently is possible in Multimedia Fusion 2. I think it’s clear these all in one tools with sprite editors, animators, level designers, and event based drag and drop development environments, etc, give a big advantage to those who use them in these competitions. Amplifier imran khan. I’m just wondering for fairness sake, and to continue to promote a diversity of languages, frameworks, and more interesting types of games than these tools usually allow being built, should we consider banning such all-in-one game development tools? The list of which I would consider: Game Maker, Multimedia Fusion 2, Construct, Unity, and perhaps the UDK. I’m not connected with Ludum Dare in any way other than that I enjoy entering the contests, but I just was wondering what everyone’s opinion on this was, as I’ve noticed a big difference in the scope and size of games developed with tools such as Game Maker and those that are not. And I’m definitely not saying I’d like to go back to a “all from scratch” contest either, hehe. Something I’ve wanted to make an effort pushing was having the non middleware users collaborate on general purpose tools, editors, and such.

We’re solving the same development problems over and over again, many times over in the same 48 hours by multiple people. That’s my goal for the Forum, when we get around to that. Get more people discussing and improving the so called “from scratch” process, and improving processes overall. SFXR has revolutionized sound making during compos (and in many indie games). We need more of that.
Taking a hardcore stance on banning gamemaker and the like would result in far fewer entries and fewer interesting games, so I think that it’s much better if we allow them. I haven’t been involved in LD as long as many folks, but for me the spirit of Ludum Dare has more been about coming up with an idea and making the game happen in one weekend, rather than re-building up the basics again each time. The more of the 48 hours that is spent on the parts unique to your game idea, rather than re-inventing collision code, map editors, scene graphs, utility functions, sprite animation code, UI widgets, etc. I say let ’em do it.