Moving away from conceptual art temporarily, I felt I should re-acquaint myself with Game Maker before I forget everything I knew about it in the summer.
This test used simple place-holders to work out a good formula for the gravity system I want to implement. I made a large room with containing a circle to act as my “level”. I then added a character object, for this example I used an NPC from Final Fantasy V on SNES. The character is made of four images. One is stationery, two are used alternately for walking, and the other one is the “surprised” sprite, which I just threw in there because I like it!

I found these images at Spriter’s Resource.com
In the character object’s step code I added a point in the circle to act as the gravity that would affect the character, as well as the strength of the gravity. The rest of the code mainly works out what will happen when the keys are pressed, and which sprites will activate.

What shown in the video is the “room” settings, which state that only a small section of the room is shown at a time. This is the 640×480 window which the room is played in. The camera is set to follow the sprite, but remains upright even while the sprite is upside down. While this happens, the key-commands remain the same, so when the left key is pressed, the character moves to his left, rather than the left of the player. I quite like this as a gameplay element. The player will have to concentrate to manoeuvre whilst all the commands are reversed!
