Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- Quick info!:
- >This game uses Idle Game Maker, a sort of game engine made by Orteil.<
- >This is my game and I hold rights to it.<
- >Orteil holds proper rights to Idle Game Maker<
- >Have fun, and please play my game!<
- Game code:
- CODE
- Game link:
- http://orteil.dashnet.org/igm/?g=CODE
- Pastebin link:
- https://pastebin.com/CODE
- */
- /* Side note here on a good description style:
- <b>Fact:</b></>Effect description<q>Flavor text/Fun description</q>
- */
- /*
- This is an easy to use template for you to make IGM games.
- Everything in comments, like this : / *comment* / or this : //comment is either tips, or something you can remove comments from and use in your game.
- Please erase the comment block this statement is in when you make your game.
- */
- Let's make a game!
- name:
- by:
- version:
- desc:
- Settings
- stylesheet:/*stuff/bigBlue.css*/
- spritesheet:
- background:
- cost increase:
- cost refund:
- CSS
- //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.
- Layout
- //use default
- Resources
- //hidden resources
- *TEMPLATE
- always hidden
- //*res for tracking stuff
- *buildingCount
- *upgradeCount
- *TEMPLATE
- hidden when 0
- *money
- name:
- 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. */
- //req:
- icon:
- *specialRes
- Buttons
- *BigmoneyButton
- name:
- desc:<b>Click Effect:</b></>Get money!<q>...</q>
- icon:
- on click:
- //anim wobble
- yield 1 money
- //other effects?
- end
- class:bigButton //hasFlares
- tags:moneyButton
- /*
- *Otherbutton
- name:
- desc:<b>Click Effect:</b></>...<q>...</q>
- //req:
- icon:
- on click:
- class:
- tags:
- */
- Buildings
- *TEMPLATE
- on click:anim glow
- on earn:yield 1/this buildingCount
- *B
- name:
- desc:<b>Effect:</b></>...<q>...</q>
- //req:
- cost:
- //cost increase:
- icon:
- on tick:
- yield amount money
- //yield other stuff or do something else
- end
- Upgrades
- //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.
- *TEMPLATE
- always hidden
- start with
- //*hiddenUpgrade for setting default stats and general mangement
- *TEMPLATE
- on click:anim glow
- on earn:yield upgradeCount
- *U
- name:
- desc:<b>Effect:</b></>...<q>...</q>
- req:
- cost:
- passive:
- effect
- end
- on earn:
- effect
- end
- icon:
- Achievements
- /*
- *TEMPLATE
- on earn:yield specialRes
- */
- *A
- name:
- desc:<b>Requirement:</b></>...<q>...</q>
- req:
- Shinies
- *shiney
- icon:
- on click:
- //effect
- //log Some Shiny message
- end
- frequency:
- frequency variation:
- movement:
- Items
- //These do lots of stuff. There is no good template for them
Add Comment
Please, Sign In to add comment