Hi, everyone. I'm an intermediate-level GML programmer hoping to get in on a group project. I got my start with programming in the early days of GameMaker 7, though I hadn't taken it very seriously until a couple years ago when I jumped back in with GameMaker: Studio. I don't claim to be an expert, and there are still some things I can't do. I know my way around the basics, and I should be able to handle most standard tasks. I want to try working in a group, as I've been working solo throughout the entirety of my GML career. I have several half-finished games, but nothing complete. I believe working with a group will provide the motivation I need to see a project through to completion. There are, however, some prerequisites to my joining: - If I'm not particularly interested in your project, I won't likely participate. My taste in games is quite broad, but there are still some games I'm just not going to be invested in. - If the game is being sold or monetized, I'd expect a share of the profits... though I'll still work on a not-for-profit project if I'm interested in the game itself. - Patience. I do have a job and a life, and I can't necessarily work on the project every day. - This is a learning experience for me, too. I've never programmed with a group before. I'm competent, but don't expect flawless code. Whatever I create will probably still need to be optimized by someone more experienced, assuming the game's performance is important. - I'm currently working with GM:S 1.4. If I really love your project and team, I'd consider getting GM:S 2. Otherwise, I prefer to stay within GM:S 1.4 for now. - Maturity. I'm an adult, and I'd prefer to work mostly with other adults or other reasonably mature people. - I'm not interested in 'hey can you make me a _____' requests. I want to work as part of a team in a creative sense, not just building things for people who can't code. Sorry. There are also a few things that I don't have any experience in. While I'm open to try anything, don't expect me to be able to contribute anything of value in these areas: Shaders Networking 3-D Functions With that being said, I do have some talents that may be of use: - Exceptional linguistic ability. I have an eye for typos and grammatical mistakes, and I know how to make dialogue flow. I took English and Creative Writing classes for two years in college. - Strong understanding of game design in general, and what it takes to make a game enjoyable. - Talent for storytelling. - Basic/placeholder graphics and audio abilities. I can do a little bit with Photoshop, though I think I'm only any good at creating graphics for menus and title screens and such. - Video editing. For what it's worth, I'm very experienced with video editing software such as Adobe After Effects and Sony Vegas. Here's a rundown of what I've accomplished in my major (unfinished) projects: Top-down shooter - Weapon switching, ammo count, different fire modes - Basic enemy AI with line-of-sight tracking and wander mode when out of range - Hitscans - Explosions and knockback effects (without physics system) - Destructible or indestructible walls that block explosions, bullets, line-of-sight - Sprinting, dashing, melee, all using stamina system - Automatic enemy leveling system, including enemies merging together to create super-enemies Turn-based card strategy game - Functional battle system with player and enemy decks, hands, and win conditions - Agility stat-based combat system with simultaneous attack scenario for matching agility stats - Elemental strengths and weaknesses, chance for critical hits and blocked attacks - Lasting status effects like Poison and Armor (I didn't draw those card graphics, just stole them from Google Images lol) Survival strategy game (very incomplete) - Randomly generated maps - Functional day/night, weather system - Random encounter, scavenging system (I DID create all the graphics for this one by myself) Top-down racing game - Acceleration, deceleration, reverse, brakes - Smooth camera tracking, turning/tilting, zoom in/out effect based on driving speed - AI driver accurately following waypoints video of the AI driver: https://www.youtube.com/watch?v=3Qc7Fa8DPAc Top-down, open world, turn based RPG - Advanced (incomplete) battle system with multiple combatants, agility stat-based turn system, target selection and multiple selection - Flexible, easily expandable room-based open world system - Random enemy encounters, with different chances for different enemies based on the current room Contact me via PM or a message on this thread, and I'll be happy to answer any inquiries regarding this post!