EGM [Work In Progress] [Updated: 17/10/2013]
Here is the place to post images, videos and downloads of your current and upcoming applications that you are working on.
Hello,
Back in December 2011 I started a 2D Game Maker. Before I got anywhere with this I lost my files. Mid 2012 I re-started the project and before I caught up to my previous progress my laptop HDD died and I lost my files, again.
I’ve re-started my project for a 3rd time. Welcome to the new Explosive Game Maker project I am currently working on!
The game maker will be focusing entirely on 2D Game Development. It’s light-weight, it’s reliable and it’s powerful!
I am taking in suggestions feel free to tell me what you think, what sort of things you want to see in EGM and let me know if you want to help out!
Attention! Attention! Attention! Attention! Attention! Attention! Attention!
You can now download "EGM Alpha Release Preview" from this link:
Click here
Please help me out with the project by testing the application and reporting everything back to me. You can report bugs back via Help > Feedback inside of EGM.
Update [17/10/2013]
The latest additions is not a full list. Here are some pics of EGM so far and please note this project after 6 months is still very active and I plan on having the game maker compile to multiple platforms and languages soon.
Development Images:
New Images: 7/5/2013
New Images: 6/5/2013
![Image]()
Back in December 2011 I started a 2D Game Maker. Before I got anywhere with this I lost my files. Mid 2012 I re-started the project and before I caught up to my previous progress my laptop HDD died and I lost my files, again.
I’ve re-started my project for a 3rd time. Welcome to the new Explosive Game Maker project I am currently working on!
The game maker will be focusing entirely on 2D Game Development. It’s light-weight, it’s reliable and it’s powerful!
I am taking in suggestions feel free to tell me what you think, what sort of things you want to see in EGM and let me know if you want to help out!
Attention! Attention! Attention! Attention! Attention! Attention! Attention!
You can now download "EGM Alpha Release Preview" from this link:
Click here
Please help me out with the project by testing the application and reporting everything back to me. You can report bugs back via Help > Feedback inside of EGM.
Update [17/10/2013]
The latest additions is not a full list. Here are some pics of EGM so far and please note this project after 6 months is still very active and I plan on having the game maker compile to multiple platforms and languages soon.





Latest Additions for 17/10/2013
- Many bug fixes
- Error checking when debugging
Latest Additions for 12/05/2013
- Fixed a few minor issues
- Revamped the Global Settings interface
- Improved the Script Engine
- Scripts will be saved when you close it rather than needing to Save it every time, this makes it quicker to debug your games
- Scripts will now also be saved when you debug the game
- Created a color dialog in the Global Settings to change the default background color for your game.
- Fixed the editing tools in the script editor to take both editors in account
- Improved Script engine (again)
- Found and fixed even more bugs
- Can now change the game’s icon by going to Edit > Global Settings this is disabled for the moment though and will be enabled when it is working perfectly
- Debugging has been improved. When we debug the debug button becomes enabled, we stop debugging the debug application is deleted and the button becomes enabled again, it will detect when we close our debugging game too, when the game is closed the debug option becomes enabled again
- File > New now works, it wasn’t broken it jut hadn’t been added yet.
- If the required folder don’t exist that are used for compiling then EGM will now create the directories. This was an unknown bug because it doesn’t usually give you an error, it just “doesn’t work”
Latest Additions for 10/05/2013
- Made the Sprite creation more universal. This was a difficult implementation but was required. EGM has a new file extension “EGMR” which is basically an EGM Resource file that contains the name of the project you’re working with and the name of the EGMR file is the name of an image used in a project. Tests are run to grab everything out of the Resources ONLY if they belong to your project. You have one sprite menu and that can be used to select the different sprites in your project.
- Added DrawSprite function. This is a little confusing to people at first but is quite easy really. Don’t be put off by EGM Language, there is going to be a DnD feature anyway (Drag and Drop).
- Draw_Sprite("sprPlane", 15, 300, 75, 64) is the function. The format is SprName, x position, y position, x size and y size. I’ll add an option later to add rotation.
- Started the level design view editor, this is where you can drop all of your sprites into the playing field. This won’t be ready until Beta.
- Finally added key events. It’s not as easy adding different things to EGM compared to doing it within a normal application we have to take so many different things into consideration, everything has to be dynamic and changeable.
- Had to change the script editor dramatically. When we’re calling functions we can them within a routine. It was always like this when I started EGM. However since I’ve been writing up subroutines for the key events I’ve now realized wait you can’t place a subroutine within a subroutine so the script editor is now tabbed. The first tab is Functions and variables and the other is subroutines. This is all documented. EGM Documentation is categorized by functions/variables and subroutines etc.
- I have included Sample projects that has code in the script editor such as the key events to help get you started.
- PDF of the documentation can now be found on the main interface Help > Documentation or on the Script Editor interface
- Added a Feedback option where users can leave bug reports and suggestions. Didn’t want to do this manually as I am busy so a free form from EMF will do, for now.
- I have added a few minor features and have changed a few dues that needed changing because of other things that were previously changed. Some of these things include loading the Script’s in without needing to open the script editor and then debug, this was annoying. When you load a project the script will be updated and you won’t need to manually save each time you open a project.
- There are 3 samples now, drawing sprites, key events and room dimensions. When you load the projects please go to Create > Script to view the code that is used. Not all of it is EGM, it’s Visual Basic but it does use part of the new EGM language.
Latest Additions:
- Completed Engine Repair feature. If any of the Engine’s files go missing or become corrupted the engine will repair itself by downloading and replacing everything. This is completed but I need to change a few settings on my end because my server doesn’t like anyone downloading files.
- Started and completed tips system for beginner users. There’s only one tip and the rest are empty but it’s functioning. I’ll add tips to it when I am closer to releasing EGM
- Created a “New Project” menu that displays recent projects and allows you to create new projects
- Started work on the engine of the game.
- Created the first two functions. All functions will be documented in EGM.
- Added the ability to insert functions in the script window to make it slightly easier for users of EGM
- Started documenting the functions
- Scripts will now save as a .egms file (Explosive Game Maker Script File)
- Added the DrawScore function, this draws the games current score to the window of the game, you can also use it in a variable to display it in a menu etc.
- Started syntax highlighting for the script editor
Latest Additions for 6/05/2013
- New icons on the UI (I did these ones myself)
- Project loading and saving. Save your project as an .egm file. This feature is completed and works perfectly.
- Started Sprite Creation
- Started Script Creation - this feature is more for the advanced users but everything in the script files are included when the game's are built and works now, you create a script, save it, then publish the game or debug.
- When you debug a game the game will only exist while it is debugging, stop debugging and the game will be removed.
- Publish game, this will compile the game and then show it in the explorer
- Started a feature to repair the engine. The engine is dependant on several external files and if they are corrupted or lost the engine will repair itself. This feature is not complete yet.
Development Images:
New Images: 7/5/2013



New Images: 6/5/2013






Last edited by smashapps on Sat Apr 02, 2016 2:18 pm, edited 10 times in total.
My name is Tom | Visit my blog where I post new content every day! Tom's Daily Blog | MineCraft is awesome!
Thanks #visualtech
The post was updated: 6/05/2013
The post was updated: 6/05/2013
My name is Tom | Visit my blog where I post new content every day! Tom's Daily Blog | MineCraft is awesome!
Really nice application it would be nice if you integrate into it to make multiplayer games and servers. Continue your great job !
admin@adosrv.net
Owner of ado-srv.net softwares network.
Owner of ado-srv.net softwares network.
That is a great idea and I have been thinking of how I will do that. I will keep people updated if people are interested in the project.
If anyone wants to contribute to EGM i.e provide examples of character jumping or gravity etc. then I can use that and implement into the engine then feel free to do that
If anyone wants to contribute to EGM i.e provide examples of character jumping or gravity etc. then I can use that and implement into the engine then feel free to do that
My name is Tom | Visit my blog where I post new content every day! Tom's Daily Blog | MineCraft is awesome!
Updated post 7/5/2013
My name is Tom | Visit my blog where I post new content every day! Tom's Daily Blog | MineCraft is awesome!
nice one ! by the way why EGM script window has windows 7 without aero style lol
Find my programs on Softpedia
I'm not too sure about that, it should technically be the same as the main window.
My name is Tom | Visit my blog where I post new content every day! Tom's Daily Blog | MineCraft is awesome!
#smashapps is using windows 8 at that is why there is no aero style lol
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