Asylum – Ascent from Madness

Asylum Dev Diary 118

March 26, 2022

It is with a heavy heart that I have decided to end the development of Asylum. It has been a very difficult decision for me to make but whilst developing Reflex I came to the conclusion that I don’t believe I could do the game justice at this time. I may have bitten off a… [Read More]

Asylum Dev Diary 117

September 27, 2020

Finally the primary basement area is complete. This week I put together the explosion sequence that causes the player to experience the second flashback and everything went together perfectly. I went back to the start of the basement and played through the entire area to make sure that it was all working as it should,… [Read More]

Asylum Dev Diary 116

September 6, 2020

Bugs. They seem to appear out of no where and affect things that you’d finished ages ago. With the new arrays in GMS2.3 I discovered a rather unusual aspect for how they are saved/stored and used. Other programming languages I’ve used have for game dev have multidimensional arrays such as: MyArray(10,10) which creates a grid… [Read More]

Asylum Dev Diary 115

August 30, 2020

Just a few bug fixes to contend with this week. With the use of sequences in the game it was necessary for me to work out a way to save the state of each sequence so that, for example, the basement sequence once completed would load as completed when the game was restarted after that… [Read More]

Asylum Dev Diary 114

August 25, 2020

Things have a bit slow over the last couple for weeks for development as other RL stuff has been interrupting progress. I have been working through more of the development involving the first sequence. I needed to improve my state saving function to save important sequence information such as it’s playback state (paused or not)… [Read More]

Asylum Dev Diary 113 – The Sequence

August 9, 2020

This week in the UK the weather has been very hot which restricts the amount of time I can bear being in my study. So, development on both titles has been a lot lower than usual. For Asylum I have been focusing on the first ‘Sequence’ needed for the game that involves a Police officer.… [Read More]

Asylum Dev Diary 112 – Refining Self

August 2, 2020

After last weeks fumbling around with sequences this work was a bit more productive. First up, the police. Originally the police sprites were from a static game resource and although they looked great they were going to prove problematic when it came to doing anything other than walking and pointing a gun at someone. So,… [Read More]

Asylum Dev Diary 111 – It Was Me

July 26, 2020

With the excitement of being able to finally use Sequences in Asylum I made a coding error that was causing the sequence I had made to continuously loop and it was not, as I mentioned last week, a bug in GMS. So, with that issue resolved my first sequence is up and running. Hurray. Well,… [Read More]

Asylum Dev Diary 110

July 19, 2020

This week I finally started playing around with the new GMS2.3 Sequences feature. Sequences are a new type of asset that allows you to create complex animations involving multiple objects or sprites across a video editor style timeline, and scripts can be triggered at any point. This is ideal for several situations in Asylum and… [Read More]

Asylum Dev Diary 109 – GMS 2.3 Part 5

July 4, 2020

Beta 10 of GMS2.3 was released on Thursday (2nd July) and reading through the changelog I had high hopes. And in fact there were promising steps made. Asylum didn’t run normally but in the debugger it started to throw some errors that I could actually address. These errors, unsurprisingly, were a result of the way… [Read More]

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