Simanalix343

IGM game template

May 24th, 2020
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  1. /*
  2. Quick info!:
  3. >This game uses Idle Game Maker, a sort of game engine made by Orteil.<
  4. >This is my game and I hold rights to it.<
  5. >Orteil holds proper rights to Idle Game Maker<
  6. >Have fun, and please play my game!<
  7. Game code:
  8. CODE
  9. Game link:
  10. http://orteil.dashnet.org/igm/?g=CODE
  11. Pastebin link:
  12. https://pastebin.com/CODE
  13. */
  14. /* Side note here on a good description style:
  15. <b>Fact:</b></>Effect description<q>Flavor text/Fun description</q>
  16. */
  17. /*
  18. This is an easy to use template for you to make IGM games.
  19. Everything in comments, like this : / *comment* / or this : //comment is either tips, or something you can remove comments from and use in your game.
  20. Please erase the comment block this statement is in when you make your game.
  21. */
  22.  
  23.  
  24.  
  25. Let's make a game!
  26. name:
  27. by:
  28. version:
  29. desc:
  30.  
  31. Settings
  32. stylesheet:/*stuff/bigBlue.css*/
  33. spritesheet:
  34. background:
  35. cost increase:
  36. cost refund:
  37.  
  38.  
  39.  
  40. CSS
  41. //this can be super nice. When using stylesheets outside this main paste, sometimes the stylesheet doesn't load, and the game is displayed with no CSS whatsoever. That is why you might want to put all of your CSS right here. Though, stuff/bigBlue.css always loads.
  42.  
  43.  
  44.  
  45. Layout
  46. //use default
  47.  
  48.  
  49.  
  50. Resources
  51. //hidden resources
  52. *TEMPLATE
  53. always hidden
  54. //*res for tracking stuff
  55. *buildingCount
  56. *upgradeCount
  57. *TEMPLATE
  58. hidden when 0
  59. *money
  60. name:
  61. desc:<b>About:</b></>This is money, the main resource. You want to collect as much of this as possible./* You should probably use a more unique description than this. */
  62. //req:
  63. icon:
  64. *specialRes
  65.  
  66.  
  67.  
  68. Buttons
  69. *BigmoneyButton
  70. name:
  71. desc:<b>Click Effect:</b></>Get money!<q>...</q>
  72. icon:
  73. on click:
  74. //anim wobble
  75. yield 1 money
  76. //other effects?
  77. end
  78. class:bigButton //hasFlares
  79. tags:moneyButton
  80. /*
  81. *Otherbutton
  82. name:
  83. desc:<b>Click Effect:</b></>...<q>...</q>
  84. //req:
  85. icon:
  86. on click:
  87. class:
  88. tags:
  89. */
  90.  
  91.  
  92.  
  93. Buildings
  94. *TEMPLATE
  95. on click:anim glow
  96. on earn:yield 1/this buildingCount
  97. *B
  98. name:
  99. desc:<b>Effect:</b></>...<q>...</q>
  100. //req:
  101. cost:
  102. //cost increase:
  103. icon:
  104. on tick:
  105. yield amount money
  106. //yield other stuff or do something else
  107. end
  108.  
  109.  
  110.  
  111. Upgrades
  112. //Note about passive vs. on earn : passive effects are continuous and get applied every tick. On earn effects are 1 time. If you want to yield something, put it in on earn. If you want to multiply a production amount or keep something at a constant amount, put it in passive.
  113. *TEMPLATE
  114. always hidden
  115. start with
  116. //*hiddenUpgrade for setting default stats and general mangement
  117. *TEMPLATE
  118. on click:anim glow
  119. on earn:yield upgradeCount
  120. *U
  121. name:
  122. desc:<b>Effect:</b></>...<q>...</q>
  123. req:
  124. cost:
  125. passive:
  126. effect
  127. end
  128. on earn:
  129. effect
  130. end
  131. icon:
  132.  
  133.  
  134.  
  135. Achievements
  136. /*
  137. *TEMPLATE
  138. on earn:yield specialRes
  139. */
  140. *A
  141. name:
  142. desc:<b>Requirement:</b></>...<q>...</q>
  143. req:
  144. Shinies
  145. *shiney
  146. icon:
  147. on click:
  148. //effect
  149. //log Some Shiny message
  150. end
  151. frequency:
  152. frequency variation:
  153. movement:
  154.  
  155.  
  156.  
  157. Items
  158. //These do lots of stuff. There is no good template for them
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