As I mentioned in previous recent posts I'm making a farming game. So I had my game working great for awhile but then made some tweaks in hopes of improving and BLAM. Something broke. Now I can barely water the plants and complete the growing crop cycle because somehow I altered one line that messed up another. I'm giving it a break for a few hours because I need to be fresh when I attempt programming, otherwise it all ends in a Vela tantrum.
I understand I sound really angry at the world in many of my recent posts and well, it's because life has been pretty damn hard and I can't find a semblance of normalcy due to all the weirdness I've experienced. Of course, I'm still animating, but it sure is hard. It's more the emotional hurdle of booting up my desktop computer and facing that Cintiq display. It reminds me of better days and to sit there often causes me great anguish. That is why I prefer my Surface Pro for game dev and even the Surface Pro pen comes in handy for pixel art.
I have never formally learnt how to code, so I tend to be a bit like a bull in a China shop in my approach to it. I've gotten better, I think. These last few days I really made a lot of progress, I think? Here's a screenie gif of the tediously watered plants in their second sprout stage. something is up with the watering not working, bah. I'm gonna fix it, I will just take my time and ask dad for help, lol. It looks a bit nicer as a screenie. The clumps of tall grass look a bit like the weeds on our property on Kangaroo Island, which is a landscape that I'm inspiring the game off of.

I started the game out with tiny 32x32 pixel character art, but since the recent Slam Jam 3, I realised larger pixel art is much easier for me and probably, something that gives my game more artistic charm. For that reason, I'm working on making 128x128 sized character sprites which will take heaps of effort but will probably make my game pop out from the hordes of pixel games. Nothing wrong with them, I personally adore tiny pixel art, but I think bigger is better for my style personally. I tried to observe well-sprited tilesets because you can't just larn pixel art in a void. My mouth fell agape in wonder at the detail in this one below. It's not like I can get that much skillful nuance into my own tileset but hey, you know what they say, shoot for the moon!

Kangaroo Island is the predominant inspiration for this game, because we have vistas of the ocean and wide sprawling grasslands (of unwanted weeds) taking over native vegetation. In this game the player grows muntries, a native Australian berry. On this property we get feral sheep which squeeze under the gaps in the fence between the neighbours farm. They are are pests and to be shoo-ed away. Native animals aka. kangaroos are of course somewhat welcome, but will still eat your crops! Same with possums, actually, especially possums. The wizened casuarina trees grow windswept to one side, their frail roots clinging to deal life in the sandy soil. It is a brutally tough landscape, but a poetic one that inspires me in countless ways, and we're headed over there tomorrow! I have attempted farming games miserably in the past, but this is the culmination of two other (broken) GameMaker Studio games that I never understood the core loop well enough. Here is a screenie of the predecessor, I admit, I put in the most effort with the relaxing hot tub feature rather than the crop growing. I will bring it back, but only if the player earns enough dough for it!
Well, I got my head around for loops, if statements, structs, arrays, arrays of structs, switches and assigning variables and whatnot. Finally, at long last, it appears all the programming has begun to sink in! I don't think it's that pretentious to say that a few years of dabbling in GameMaker could finally pay off.
Speaking of paying off, I just bought the newly announced
one-time purchase Professional license, which I personally got discounted for $29 dollars because I had been paying $7 every month for so around a year. This means I can put my games up on my website
and Itch.io as HTML and do ever more than before. Wow! Pretty pleased they have decided to create a one time purchase option that rewards creators who have been using GML for awhile. I think I'll be definitely stick to using GameMaker from now on, I mean, why not? It's so good. Thanks GameMaker, you're helping this lil' artist learn programming and game design!
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