Announcing Thrust Lifter: A New Game by Matt Barton

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Matt Barton's picture

Just in time for Christmas!

Armchair Arcade is proud to present a spanking new game from Matt Barton: Thrust Lifter!
Download Thrust_Lifter.zip

Thrust LifterThrust LifterSpace. For most people, it's just an abstract concept, like Hollywood or an honest politician. For you, it's a day job. Sure, you won't find "rescuing trapped space miners" on your resume, but that's because you don't have a resume. You're known in this galaxy simply as "The Captain." Most folks think you're a hero. Others think you're just plain nuts. But one thing's for sure--they all call YOU when it's a matter of life or death.

You see, mining has never been the safest occupation, but multiply it by ten--make it a a hundred--when you're talking space mining. The rewards are great, but so is the danger. When all you've got is a half centimeter of neoprene-coated nylon between you and vacuum, though, it's nice to know that someone like you is up there watching your butt.

It's never been easy, but I don't have to tell you that, Captain. But now we're getting reports of unidentified flying objects in sector 42--aliens, if you can believe it. All the other pilots are too spooked to even enter the sector. I need you go there, Captain, and rescue those Chilenoids. Get'em out of the tunnels and mountains and bring them back to their home base.

I suspect this is a one-way mission, Captain. So I'll just say goodbye, and it's been an honor serving with you.

Sincerely,

Admiral Blount

Thrust Lifter is a game of timing and precision. Guide your lander into narrow tunnels, avoiding collisions with walls, fires, lava, electricity, and all manner of aliens. Get to the Chilenoids before they run out of oxygen and bring them back to the home pad before taking off to your next destination.

Features:

  • 15 beautiful, massive levels for you to navigate
  • Five original songs composed by Matt Barton with keyboards and real electric guitar
  • Amazing fire, lightning, and particle effects
  • Sprites built from 3D graphics made with Blender
  • Two boss fights
  • Compete to finish levels in the shortest time
  • High score list

Comments

Charles (not verified)
Well I'm not on dial-up but

Well I'm not on dial-up but it still required over an hour and it was late :)

Anyway I supported the cause with a purchase because so much work warrants support! You learned GML in record time! Such potential can't be allowed to go to waste.

I'm surprised to be the only one to report this but error messages appear between levels (trying to replace a sprite that doesn't exist). Careful with those. With GM 7 I found they caused data errors (Numeric data got lost in the memory allocated for the image that doesn't exist and therefore doesn't end up using it). In short I found HP slots with food value, or even crashes. I'm reasonably sure GM8 corrected this but not entirely.

Anyway I played 3 levels so far & will give it a few more spins. I'm not so much into arcade though - it lacks a world to explore :)

So what are your plans for a future RPG? You've got the tech down, you're quick and your RPG culture is astounding. Surely you've got an idea taking shape?

All the best and happy holidays!

Matt Barton
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Thanks

Thanks, Charles. I understand about the size of the thing. I didn't think it would be an issue for most people nowadays, but I guess it does look huge compared to the typical GM game of a few megabytes.

Can you tell me more about this sprite doesn't exist error? I can't seem to get it on my end. Are you perhaps pressing the space bar repeatedly between levels? What kind of system are you running it on? Do you have the latest version?

Quote:

So what are your plans for a future RPG? You've got the tech down, you're quick and your RPG culture is astounding. Surely you've got an idea taking shape?

All the best and happy holidays!

I was planning to do an RPG, yes. I've been asked to write one for another group; not sure if that'll pan out or what. If it falls through, I plan to explore the options for 3D engines and start to work on my own.

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Charles (not verified)
http://www.classicgamesremade

http://www.classicgamesremade.com/images/thrust_lifter_bug.jpg

At this stage, pressing give that result. I'm all too familiar with it but here it isn't really a problem, just ignoring the bug allows the game to move on. (I just checked again and ignoring works after reporting a second bug "unable to replace non-existing background".

Still, image loading errors have been known to have unpredictable effects as I mentionned previously, and sometimes they aren't immediate, making them tough to track.

Two things caught my attention.

Trigger event: (not sure how a deleted event could cause anything)
and
for object bottle_rocket. Could it be that the rocket is still active and SPACE BAR causes it to do something it isn't supposed to?

On my first playthrough it happened all three times over the first three levels.

I was still on the demo, which brings me to a second point. I think you should look into using a free installer. Dragging files to old folders you don't necessarily remember how to locate can be a drag and it also impedes future replays (not remembering where the folder was stored).

I used clickteam's installer but will be switching to Inno Setup because it allows configuring of the start menu locations (as per request of one of my customers). It was suggested to me by Pierre Begue, who used it also for KOTC.

I have Vista 7 with 4GB RAM but capped at 2GB so my copy of Bloodlines can run.

Still little explanation as to why I'm the only one getting it though...

Matt Barton
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Hi, Charles. That is TOTALLY

Hi, Charles. That is TOTALLY weird. I'm starting to think you have some corruption somewhere. I have no trigger events at all! And bottle_rocket is only created in the final room (the victory room). Are you using the latest version above (1.01)?

If you are using the updated version, the only explanation I can come up with is that there is along the lines you came up with, namely that the loading is going awry somehow.

It is important - if anyone else is having this issue, please report about it. I haven't encountered it on my end.

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Matt Barton
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Has anybody else managed to

Has anybody else managed to beat the game? I've been contemplating releasing the soundtrack as mp3s as a bonus.

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clok1966
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Joined: 01/21/2009
interesting
Matt Barton wrote:

Has anybody else managed to beat the game? I've been contemplating releasing the soundtrack as mp3s as a bonus.

Hmm now there is a cool idea.. beat the game and a web link to a download of the MP3.. or in my case art or stuff i never used.. matt you really are far more talanted then average bear.. I like to think I have a creative side.. but you pull the whole package off, music, design (and this point is where im the most impressed, the ideas may use old standbys.. but alwasy in new ways)..

My tank game is still .. 100% graphics and design.. and 5% gameplay.. gamemaker frustrats the crap out of me. I see 100's of people doing what i want, but in such messy ways (ex programer in me comes out to much when actual code is used).. so i move off to games instead of gamemaking.. but your work keeps me comming back.

Matt Barton
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I say stick to it, Clok.

I say stick to it, Clok. Believe me, if *I* can do it, a gorilla could do it. There are what sound like 6-year old kids doing it!

Probably the key is to settle. Lower your expectations until you can get it done in a reasonable time. If it looks like Atari Combat fine, at least you got it done.

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Bill Loguidice
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Matt Barton wrote:

Probably the key is to settle. Lower your expectations until you can get it done in a reasonable time. If it looks like Atari Combat fine, at least you got it done.

I also suggest using AA (or some other site, but we'd love it here) as a development blog, where you can document your progress (I should take my own advice, actually, since I'm pretty much am at the point where I can get back into GameMaker again). As for looking like Atari's Combat, that actually sounds quite pleasing. Frankly I'm thinking my first few games will feature very simple block sprites, since they'll be simple concepts anyway to learn the tool better. I really do love that look, though!

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Matt Barton
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I guess as gamers it's hard

I guess as gamers it's hard for us sometimes to want to "settle." Always tempting to try overreach, go for that "wow" factor. There is plenty of stuff you can do with Gamemaker to keep you making games forever. I just wonder if there is any real possibility that such products could ever make any real money or even attract any real attention. Seems like all the successful indie games are made with "real" tools, even if they don't necessarily look like Modern Warfare 3.

I'm starting to think the real "problem" for guys like us isn't so much with making the game but getting people to play it. "I'm just doing this for me," you might think, but it is hard to stay motivated if you're not sure anyone will care about your work when you're done. That's probably why so many of us start strong but then sputter out...really important to try to keep each other motivated best we can, encouraging them and offering to look at stuff. Plenty of assholes out there will tell you to quit or that you suck. Fine, but us good guys need to compensate for that by being a firm support.

Bill's idea of a development diary sounds like gold to me. Definitely a way to keep yourself going while also possibly getting a couple of folks interested in your project. I think I'll start one myself, actually.

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Charles (not verified)
There are very good games

There are very good games made with game maker, and some successes like hanakogames and Spelunky to name but a couple. Getting attention isn't so much about the tool you use but talking to the right people (which of course depends on your game).

And as much as I hate to admit it, graphics have to be professional (and that has nothing to do with game maker). Take a look at indiegames.com's top 10 list of indie games for 2011 and you'll see that game quality isn't judged on graphics. It is only judged if the graphics reach the writer's standard.

http://indiegames.com/2011/12/top_10_indie_games_of_2011.html

Underworld taught me that at least. Graphics are hard and expensive, but they've become the easy way to make a first selection. No graphics, no response (save a few exceptions of course, including armchair arcade! :))

That being said, have you contacted these people? After all your graphics are way better than mine!

About the dev blog, i thought it was a good idea too, but beware... I found myself groping for post-worthy material. And unless your blog gets technical, there isn't much at the end of a programming session that is all that post worthy. Jay has a blog, but it is almost never a dev blog persay.

I basically post when I have a new video, or something slowed down development like Washi in the Philippines (I hired a Philipino artist and the poor guy does what he can with his feet constantly in water). Needless to say I have precious few subscribers.

You certainly have a better take on this than I do, but just in case, don't start a dev blog if you don't have a catchy editorial line and time to sink into it (that being just my humble opinion of course).

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