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Dive into "The Walled Garden," an enigmatic 2D platformer RPG that weaves the mystical with the digital. Set against the backdrop of a reimagined Garden of Eden, it challenges players to ascend the Tree of Life, drawing on the profound imagery of tarot cards.

This world breathes with life, featuring trees that grow and adapt within a destructible landscape, inviting exploration and interaction.

Influenced by classic games like Super Mario Bros, Zelda, and Super Metroid, TWG captures the spirit of adventure and discovery. Artistic inspirations from Hayao Miyazaki’s dreamscapes to Beksinski's dystopian surrealism add layers of visual storytelling, imbued with the depth of Hieronymus Bosch and the otherworldliness of Salvador Dali.

At its core, TWG is a homage to the esoteric-each element, from character abilities to the very realms they explore, is a nod to the Kabbalah's Tree of Life and the intricate meanings behind each tarot card. As players navigate this allegorical world, they engage in a narrative that mirrors the hero's journey, a quest for knowledge and self-realization. Join the adventure where mysticism meets platforming, and every jump is a leap through ancient wisdom.

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Dynamic Psuedo Water Waves

News

Water effects can add depth and realism to game environments, bringing them to life in ways that static elements cannot. In this guide, we'll walk through the process of creating dynamic water effects in Game Maker Studio 1.4, a popular game development platform. Whether you're a beginner or an experienced developer, you'll find this step-by-step tutorial easy to follow.

  1. Setting Up the Water Object (oWater):

    • Define the oWater object to represent the water surface.
    • Use surface_points to simulate wave displacement.
    • Initialize surface_points to create a baseline water surface.
  2. Updating Water Displacement:

    • Implement logic to update water displacement based on nearby entities.
    • Adjust displacement based on the velocity of entities entering or exiting the water.
    • Use conditional statements to differentiate between upward and downward movements.
  3. Drawing the Water Surface:

    • Implement the Draw Event for oWater.
    • Draw a line connecting each point in surface_points to visualize the water surface.
    • Adjust line drawing to create a smooth wave effect.
  4. Fine-Tuning and Adjustments:

    • Experiment with parameters such as splash_strength and effect_threshold to achieve desired water behavior.
    • Test the game to observe how changes affect the water's appearance and interaction.
    • Iterate on the design to create realistic and visually appealing water effects.

Conclusion TLDR: Creating dynamic water effects in Game Maker Studio 1.4 is an accessible process that can greatly enhance the visual appeal of your game. By following the steps outlined in this guide, you can bring your game environments to life with realistic water simulation. Experimentation and iteration are key to achieving the perfect balance of aesthetics and functionality in your water effects.

Going to try and make a dynamic waterline this time around.
It didn't take too long to get something working based on input from an oEntity


Glitchy!


Just had to manage when the splash would trigger


Fine tuning the displacement and threshold, need to add a wave upward when going in, so the water doesn't just return to flat line right away. That should give it a more liquid feel.



Added horizontal movement back to the water surface

Sprite Upgrades + Gameplay + NPCs

Sprite Upgrades + Gameplay + NPCs

News

I've updated the game with new graphics for sprites, some based on Dalle-3 concepts, and introduced gameplay changes. The game now has a self-sustaining...

More Updates - Utility/Combat and VFX

More Updates - Utility/Combat and VFX

News 2 comments

New updates in 'The Walled Garden' bring unique enemy interactions, melee combat, and a zoom feature for in-depth exploration. A 'Coyote Jump' mechanic...

Lots of Updates

Lots of Updates

News 2 comments

I've implemented a save and load system in my game, preserving tree states across sessions, a feature not in the original engine. Upcoming enhancements...

10+ years!?

10+ years!?

News

We're starting over again. Not from 100% scratch, we still have all our existing code and graphics. However I'm focused on coding a better engine with...

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2020 Demo

2020 Demo

Demo 3 comments

It's been 8 years since I've uploaded anything. Keep in mind, this is the first game I've ever made. Bare with me, and let me know if you come across...

Winter Solstice Demo 2012

Winter Solstice Demo 2012

Demo 1 comment

In regards to the whole 2012 December 21st, new age belief. I rushed myself to get a demo out by today. This demo is pretty haphazardly thrown together...

Tech Demo

Tech Demo

Demo

This demo is about two years old. You can either try playing the demo, or switching throw rooms by pressing Q&E The plan is to release a stable demo...

Post comment Comments
kyropim
kyropim - - 37 comments

Cool game man, especially that tree growing and platform changing gun. tracking.

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Guest
Guest - - 687,512 comments

I am currently studying games development and am trying to build up my CV, so if you would allow me to help you with anything you need for this project it would be greatly appreciated.

Thanks

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JackAM
JackAM - - 37 comments

Sorry the post above is me please contact me with this user info

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DrBones Creator
DrBones - - 13 comments

Three years later...

Hey bud, hope you managed to graduate from your studies. best of luck.

Reply Good karma+1 vote
richtofen115
richtofen115 - - 82 comments

Oh holy crap, I remember playing the super old 2012 demos when I came across this, I had no idea it was being worked on, looking really cool. tracking.

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DrBones Creator
DrBones - - 13 comments

4 years later.... Yo! I just released a new demo, check it out if you're bored. <3

Reply Good karma+1 vote
DrBones Creator
DrBones - - 13 comments

Wow that's intense not many people have played the 2012 demo.
So it's great to see you back again - There should be a new demo just as soon as the first chapter is fleshed out to my satisfaction.

Reply Good karma+1 vote
luciuspain
luciuspain - - 1 comments

I think it looks awesome totally love to play it.
Wish I had a few bucks to donate but ill gladly purchase it when it comes out.

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DrBones Creator
DrBones - - 13 comments

Glad you like how it looks, no worries about donations.
Have you had a chance to try out the demo that is on indieDB already?

It's pretty old to the new demo that will be coming out very soon.

Reply Good karma+1 vote
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