Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nye Mechworks

12
Posts
1
Topics
7
Followers
A member registered Apr 19, 2020 · View creator page →

Creator of

Recent community posts

Yeah, a fight clock is one feature I haven't gotten around to adding yet (run out of time and you loose, 2 player vs won't have a clock).  Perhaps a separate little health bar for the block could work...

Don't worry about it, I updated the game to make the heavy punch/special punch cooldown match the little meter.  Makes it more intuitive. :)

Thanks!

There is more or less free movement: can't get behind the enemy (I wanted to keep things simple).  Also made a lot of the aspects of the fights variables: enemy punch rate, damage, etc.  So difficulty can be easily ramped up in future versions/campaign mode.

I think I explained the heavy punch in the tutorial, but let me know if the explanation doesn't make sense.  Might tweak the heavy punch cool down to go  with the power bar (second bar under the health), but I forgot where I put the heavy punch cooldown code ^^;

Thanks, the block button will come in handy in further versions when I ramp up the difficulty even further.  Just updated the game to fix the punch distance & graphics.

I recently finished the first iteration of my video game "Redneck Mech Mash" for Mechjam 2.

You can try it out here

It is a giant robot fighting game with a twist: I actually have the giant robots in my backyard.
The game has some ps1 style graphics.  I kinda like that era of games, probably because that is what I grew up on.  Also my first time using the SMF 3d graphics engine for GMS2.


And one of the giant robots IRL:


You can also see it in action without downloading anything here

Well, technically a 32mb gif, which was the reason for most of the compile time (a whopping 2 minutes lol)

Yeah, the attack distance is a little off: sometimes punch effects appear when you haven't done any damage.  I gotta hunt down why that is.
The damage thing is an easier fix because I made them variables.  I've noticed matches tend to go for 2 minutes, which is a tad long considering most fighting games tend to have a max fight time of 99 seconds.  I'll see about increasing fights
You can block with the "T" button, and 3 punches in quick succession give a heavy punch, 3x the damage but has a cooldown.

I had lots of fun with the voice acting.  Had to try a couple times to get the tone the way I wanted it :)

Well, I was the only one coding it, and between working on mech, a full time job and not having made a single game in over 10 years I think I did pretty well :)

Yup, couldn't have done it without my Jaynky friends!

This was my first time touching GameMaker in 10 years.  And I think I did pretty well, all things considered.  Spent something like 2 days 14 hours total dev time (GMS:2 has a handy little timer built into the projects), this in addition to working a 9 to 5 job!

(1 edit)

Thanks, I think I did pretty well considering I haven't touched Game Maker in over 10 years -since Game Maker 8 came out!  I did the programming while the Jaynky folks did the ideas, some graphics and the debugging :)