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Gamemaker studio 2 chess
Gamemaker studio 2 chess












gamemaker studio 2 chess

This of course led to the question of what those components would look like. (It’s also worth noting that all of this happened before I got the final retail version of Blinks in my hands, and by the time that did occur, I hadn’t worked on anything Blinks related in several months.)įast forward about a year, and it occurred to me that, precisely because Takeover doesn’t use the Blinks platform to its fullest advantage, it would be entirely possible to play it with only physical components.

GAMEMAKER STUDIO 2 CHESS CODE

Or probably more accurately, I just didn’t have another idea that compelled me to spend the time it would take to code it for the platform. In contrast, Takeover had a rather lackluster reception on the Blinks forums, so I sort of soured on making another game for Blinks. Takeover was well-received at the events where I showed it off, but much like demoing VR, it’s hard to gauge whether that reception was for the game I’d developed, or the medium in which it was presented. Although since I’ve made a physical prototype, (more about that in a second) I’ve been experimenting with different rules variations. It’s got fairly simple rules that you can read on the Github page linked above (in the README.md file that is automatically displayed on that page).

gamemaker studio 2 chess

It uses the digital aspect for a sort of rules enforcement, but the game is more or less a traditional board game, gussied up in fancy LED clothes. I worked the most on a game called Takeover ( ), which I’ll admit doesn’t take advantage of the real-time possibilities that Blinks as a platform affords. I backed the first Blinks Kickstarter, and was very excited to make games for the platform when I received my development kit. I’ve previously only mentioned once on this blog (in passing) that I spent some time a couple of years back working on a prototype for the Blinks game system ( ).














Gamemaker studio 2 chess