I'd also said that the next post was going to be either about GameMaker or about the new chronological list of game creation programs, and here we are with another post about 001. I have been looking into GameMaker, but I'm not sure it's going to be the first old program I'll be looking at after all. For one thing, it seems to require a joystick, which I don't have. There may be a way to emulate the joystick with a mouse; I haven't really looked into that much... but in any case, I've thought if I was going to just go with the old programs straight chronologically after GameMaker, I might as well just go chronologically from the start anyway. It's not like GameMaker and 001 are really directly comparable anyway, their both being more or less general-purpose game creation programs notwithstanding—among other things, as mentioned previously (and as will be further reinforced later in this post), 001 is apparently geared mostly toward action RPGs, while GameMaker seems to lend itself best to fixed-screen platformers like Pitfall! (a port of which is in fact included as one of the sample games with the program). So what I'm going to do is just take the older games chronologically from the beginning, rather than trying to match them to the genres of the newer programs I'm currently working with. Which means the first old program I'm going to tackle (unless I run across an even older one I haven't found yet) is going to be Eamon.
But this post isn't about Eamon yet. This is about 001. While I hadn't found time this last week to write a blog post, I did find time to play around a little with the 001 editor. I've started mapping my game, but that will be the subject of the next post on 001. For this post, I think I'll focus on the resources that come with the game.
Like I said in my ground rules, I intend to try to use to the fullest any resource sets that come with the program. From what I've seen of GameMaker so far, I can already anticipate that when I do finally get to it I may be bending that rule slightly. Or maybe not... actually, I did say resource sets, and while GameMaker does come with some resources, they're not organized into bundled resource sets that can be imported en masse into the program in the same sense as, say, the RPG Maker RTPs, so I think I can justify not using them while still technically staying within the letter of my rules. [Edit: Looking back on my Ground Rules post, no, actually I didn't say "resource sets". But I'm going to maintain that that's what I meant.] Be that as it may, 001 does come with such resource sets, which it calls "Templates", so I'm going to try to use them to their fullest. Or use one of them to its fullest, anyway.
Yes, this exact same image was also in the last post. But it seemed an appropriate place to include it (again). |
Let's start with Actors. The 001 Action / RPG (Pro) template includes a variety of these, but the window to select and edit them is too cramped for a screen shot to really give a good idea of what's there.
But I'll include one anyway. |
- Dynamic Object
- Vehicle
- Character
- Enemy
- Bat
- Cave Bat
- Venom Bat
- Cockroach
- Flame Cockroach
- Water Cockroach
- Crab
- Ice Crab
- Rock Crab
- Sand Crab
- Demon Imp
- Fire Imp
- Light Imp
- Water Imp
- Female
- Female Grenade Launcher
- Female Heavy Armor
- Female Lancer
- Female Swordsman
- Female Thug
- Female Baseball Thug
- Female Pistol Thug
- Female Thug Leader
- Ghost
- Hiding Ghost
- Night Ghost
- Goblin
- Ice Goblin
- Mountain Goblin
- Male
- Male Grenade Launcher
- Male Heavy Armor
- Male Lancer
- Male Swordsman
- Male Thug
- Male Baseball Thug
- Male Pistol Thug
- Male Thug Leader
- Necromancer
- Dark Necromancer
- Freezing Necromancer
- Skeleton
- Magma Skeleton
- Poison Skeleton
- Slime
- Aqua Slime
- Dark Slime
- Freezing Slime
- Magma Slime
- Thunder Slime
- Snake
- Fire Snake
- Grass Snake
- Spider
- Cave Spider
- Ice Spider
- Magma Spider
- Zombie
- Blind Zombie
- Frost Zombie
- Bat
- NPC
- Collection Quest
- Inn Keeper
- Shop Keeper
- Enemy
With the exception of the various "Males" and "Females", the monsters that are nested under another monster are just recolored versions of the "parent" monster (graphically, at least; they do have different abilities and statistics). The unqualified monster is the least powerful version, which in some cases is a bit odd; I would have expected a grass snake to be less dangerous than a regular snake, but maybe that's just me.
The "Items and Magic" are less finely categorized; they're just divided into "Common" and "Equipment", the latter comprising weapons and armor. Here's the list:
- Common
- 375 Magnum Ammo
- 39mm Ammo
- 45mm Ammo
- 51mm Ammo
- Arrow
- Charges
- Elixir
- Energy Cell
- Herb
- ID Keycard
- M28A2 Rocket
- Mana Potion
- Medic Kit
- Napalm
- Potion
- Shotgun Shell
- Super Potion
- Equipment
- AK47
- Baseball Bat
- Battle Axe
- Breastplate Armor
- C4
- Chainmail Armor
- Chainsaw
- Crowbar
- Desert Eagle
- Energy Sword
- Flame Thrower
- Full Plate Armor
- Generic Attack
- Grenade
- Grenade Launcher
- Hammer
- Knife
- Lance
- Laser Pistol
- Leather Armor
- Mace
- Minigun
- Modern Crossbow
- Necklace
- Pistol
- Proximity Mine
- Rocket Launcher
- Scimitar
- Scythe
- Sniper
- SPAS-12
- Splint Mail
- Staff
- Steel Helmet
- Studded Leather Armor
- Sword
- Timed Mine
- Uzi
- Wand
- Winged Helmet
- Wooden Mallet
...And here's a pointless screenshot. |
The tilesets are fewer in number, so I'm just going to go ahead and toss up a screenshot of those instead of a text list:
...So apparently somewhere in my game I'll have to include pinball machines. |
There's probably some joke to be made about doors becoming actors, but I'll leave it to you to come up with your own. (The word "wooden" may or may not be involved.) |
There aren't many doors included in the template, though I suppose their number isn't unreasonable in proportion to the number of tiles and other resources.
Odd there's no regular single wooden door, though. |
- Battle 1
- Battle 2
- Battle 3
- Boss 1
- Boss 2
- Boss 3
- Boss 4
- Cave 1
- Cave 2
- Cave 3
- Cave 4
- Church 1
- Church 2
- City 1
- City 2
- City 3
- City 4
- Dungeon 1
- Ending 1
- Ending 2
- Energy 1
- Energy 2
- Field 1
- Field 2
- Field 3
- Field 4
- Field 5
- Forest 1
- Forest 2
- Game OVer 1
- Game Over 2
- Heat 1
- Lose 1
- Mystery 1
- Mystery 2
- Mystery 3
- Night 1
- Night 2
- Night 3
- Peace 1
- Peace 2
- Peace 3
- Pub 1
- Pub 2
- Road 1
- Road 2
- Royal 1
- Sad 1
- Sad 2
- Sad 3
- Sand 1
- Sea 1
- Shop 1
- Shop 2
- Sleep 1
- Sleep 2
- Sleep 3
- Snow 1
- Snow 2
- Space 1
- Title 1
- Title 2
- Title 3
- Town 1
- Town 2
- Town 3
- Town 4
- Town 5
- Town 6
- Trial 1
- Trial 2
- Trial 3
- Village 1
- Village 2
- Village 3
- Village 4
- Village 5
- Win 1
- Win Fanfare 1
I didn't type in those sample sentences in the preview. That's the default preview text. |
Even though I chose the "Action / RPG (Pro)" template, I figured I may as well take a glance at what's included in the others. There's a "Point-and-Click Adventure" template, but it apparently includes no actual resources aside from the interface. But there are two other templates that do include templates: the "Action / RPG (MS Paint)" template and the "Platformer Game" template. So let's check those out.
I kind of expected the "Action / RPG (MS Paint)" template to have all the same resources as the "Action/RPG (Pro)" template, just with more primitive graphics. Turns out it doesn't. In fact, it includes no preset "Actors" at all, aside from some generic categories.
And turrets, I guess. So you can have an entire game just about turrets. |
Just in case you've ever wanted to make an action-adventure RPG where the player fights... whatever the hell this is. |
- Common
- .375 Magnum Ammo
- 39mm Ammo
- 45mm Ammo
- 51mm Ammo
- 9mm Ammo
- AK47
- Arrows
- Axe
- Baseball Bat
- Battle Axe
- Bazooka
- C7
- Crowbar
- Desert Eagle
- Elixir
- Energy Cell
- Energy Sword
- F. Thrower
- Folder
- Grenade
- Grenade Launcher
- Hammer
- Herb
- High Potion
- ID Keycard
- Knife
- Lazer
- Lazer Turret
- M16
- M28A2 Rocket
- Mace
- Mana Potion
- Medic Kit
- MP5
- MP5 (Silent)
- Napalm
- Pistol
- Pistol (Silent)
- Potion
- R. Launcher
- Remote
- Shotgun Shell
- Sniper
- SPAS-12
- Sword
- Taser
- Turret
- Uz1
- Equipment
- Aluminium Mallet
- Bullet Proof Vest
- C4
- Chainmail Armor
- Copper Armor
- Copper Helmet
- Gold Armor
- Gold Helmet
- Leather Armor
- Modern Crossbow
- Necklace of Truth
- Proximity Mine
- Rapier
- Scimitar
- Short Sword
- Steel Armor
- Steel Helmet
- Timed Mine
- Traditional Crossbow
- Wooden Breastplate
- Wooden Mallet
Aluminum mallets are used to drive metal stakes into the hearts of robot vampires. I guess.* |
One of the differences: No pinball machines. |
That leaves the "Platformer Game" template. Unlike the "Action / RPG (MS Paint)" template, this one does include a handful of "Actors"... though not much more than a handful. It's still enough that it's not practical to show them by a screenshot of the oddly tiny "Actor Templates" window, though, so here's the list:
- Dynamic Object
- Character
- Alien
- Bat
- Bear
- Bird
- Dragon
- Fish
- Flytrap
- Lightning Ball
- Ninja
- Ogre
- Pirate
- Rat
- Robot
- Scorpion
- Shark
- Skeleton
- Spider
- Spiky
- Werewolf
- Witch
- Zombie
The template makes up for this, however, by not including any items... or at least, only a couple of generic item categories:
It doesn't seem as if this actually has any characteristics set except the name "Armor"... |
So, counting the single Water tile, that's a grand total of seven different tiles. Great. |
Next time: Mapping! But before that I hope to have my first post up on an older game (probably Eamon), and maybe my chronological list of game creation programs (I've been working on that, but it hasn't been easy to pin down when some of these programs were first released... and I keep running across more programs to add to the list, too). See you then!
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