06a6bf No.29 [View All]
So this is going to be a new general in here I guess, suggest links.
>GameMaker:Studio Homepagehttp://www.yoyogames.com/>GameMaker:Studio Marketplacehttps://marketplace.yoyogames.com/Who master collection here?
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06a6bf No.21991
>>21990
Just give all the money to doctors without borders like I did!
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06a6bf No.21993
>>21977
>$6 for something more locked in, limited and proprietary than free alternatives
No thanks.
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06a6bf No.22012
>>21993
>more locked in, limited and proprietary than free alternatives
elaborate
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06a6bf No.22015
>>677
Yes, you can alternatively do
ID = instance_create(x,y,obj);
with(ID){
speed = 0;
radius = 0;
spdDecay = 0;
variableN = 0;
}
and it'll generally look cleaner.
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06a6bf No.22016
>>17964
is this guys "first game" tutorial series decent for learning the program?
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06a6bf No.22142
>>3897
I like it a lot. Your art and animation skills are off the charts, though at the moment it does a poor job of explaining... well, anything.
I figured it out after a couple minutes but you should at least have a "how to play" button on the menu.
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06a6bf No.22146
>>22016
I found them very helpful. The videos I watched he went over every line of code and explained it.
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06a6bf No.22295
Is GameMaker at able to make a large open world? Or do I need to use a different program is I want to make something like that?
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06a6bf No.22298
>>22295
Define both "large" and "open world".
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06a6bf No.22302
>>22298
Long term goal for my game is to have an AI-run RTS/City-sim game that the player fucks with as an individual. Multiple towns all competing with each other and shit like that.
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06a6bf No.22841
>>22302
You could simulate it, but it would probably be hacky.
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06a6bf No.22843
>>22302
GameMaker is a pretty horrible choice for anything that has serious systematized elements. It's because GML a shit.
You'll really benefit from an object-oriented approach if you have some kind of complex interworking system. You could do it in GML, but it would be really painful.
It might also have serious performance issues.
Unity's not that tough, and the 2D side has come a long way lately. Why not check that out? (It's also free to release on all platforms, as opposed to fucking $800)
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06a6bf No.22889
>>14945
>Lua would've been outstanding option, it's a pinnacle of game engine scripting language
It really isn't. It wasn't designed for games and it shows.
There is a reason every major and even minor engine brings its own language.
Except for Crygine, which is crap.
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06a6bf No.22902
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06a6bf No.23142
I did Shaun Spalding's asteroids and platformer tutorial, really thorough I thought. Gonna try to make some simple games now.
I don't have any experience coding or anything, but this is all really fun. I guess I should learn a programming language if I want to get serious about games though... but I'll get there eventually.
Anyway every so often GM:S does this, so I've been saving like a paranoid schizo. Always happens when I hit the checkmark to close a window. Anyone know what's up? I googled the errors I could see but they don't seem to be related to anything going on.
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06a6bf No.23162
>>23142
Protip: It's their poorly implemented DRM.
It happens everywhere in the software.
Not to long ago, their DRM was even worse, and would replace the sprites of legitimate customers with a picture of skull and cross-bones.
They've tried multiple times to fix their shitty software now, but ever since YoYo Games took over GameMaker has been a mess.
I stopped using it for this exact reason btw, it kept screwing up my workflow when it would have these errors. Shit becomes unusable.
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06a6bf No.24689
Hello, i'll expose my problem the best way i can.
I have a couple of lights, and i want to turn the closest to the mouse red when i press the Q key (colors are managed by iTurnRed and iAmGreen variabes).
Should the code be something like this?
with (instance_nearest(mouse.x,mouse.y,obj_light)) {
iTurnRed = 1;
iAmGreen = 0;
}
It's implemented on a "Q-key" event on an object that is created when the match (not the game) starts.
it gives me an error so there's obviously something wrong, but i don't know if it's because it's the code or it should be written within another object
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06a6bf No.24690
>>24689
Can you post the error? The code looks fine. instance_nearest can return noone which could raise an error. However, it should only does this if there isn't any instance of obj_light.
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06a6bf No.24692
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06a6bf No.24699
How do I have a sprite change when pressing a key, but then change it again into a 3rd sprite?
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06a6bf No.24700
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06a6bf No.24701
>>24692
Change mouse.x and mouse.y to mouse_x and mouse_y
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06a6bf No.24703
>>24700
nevermind about that nevermind i still don't know how to do it
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06a6bf No.24705
>>24699
Something like this:
Creation code:
sprite_num = 0;
Keypress:
switch(sprite_num) {
case 0: sprite_num += 1; sprite_index = foo; break;
case 1: sprite_num += 1; sprite_index = bar; break;
case 2: sprite_index = baz; break;
default: break;
}
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06a6bf No.24707
>>24701
many thanks, it works now
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06a6bf No.24709
>>24705
Thanks, this worked.
But can you also help me with making the player go to a new room when my the sprite is sprite #5, and a key is pressed?
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06a6bf No.24710
>>24709
nevermind, I just changed the key that needed to be pressed and it worked. But if anyone would help me make it to where its the same key as the others then please do
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06a6bf No.24720
>>24709
>>24710
You can add it as an another case if depends on the others. Otherwise just add an if to your keypress code which checks for the sprite_index
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06a6bf No.24734
I'm trying to randomly generate houses but all seem to find are dungeon generators with no way to designate .outside/inside the house let alone an upstairs or so
what would you nigs suggest?
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06a6bf No.24735
>>24734
I was thinking of pre making just a shitload of houses and randomly selecting them ala old xcom
they are loading as a seperate level
without giving away too much about my game think hitman
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06a6bf No.24832
Does anyone have tutorials or resources that would help me learn how to make a Paper Mario/Superstar Saga style battle system?
Seems like it shouldn't be too hard but I'd like to see how more experienced people do this sort of thing
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06a6bf No.24843
Any of you used Enigma-Dev? It looked a bit iffy to me but I've had shit like >>23142 happening to me more and more frequently and I want to try something familiar instead of getting away from GM altogether.
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06a6bf No.24876
I have 3 questions.
1. Why does the SWF sprite I imported have one of the flat coloured segments replaced with transparency? I've tried tweaking the swf file a lot but not difference.
2. How can I make a character that is like the player character but with inputs already recorded for making racing characters/ ghost trials?
3. How do you guys come up with good level designs? I've only got like 15 levels and run out of ideas despite having lots of elements, maybe if I could have a randomiser make basic level layouts I could make something good from them?
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06a6bf No.24966
>>24876
1. GameMaker has a color that you can set that it uses as the transparency key. Simply change that color in GameMaker after importing the sprite to remove the conflict, or disable the transparency key entirely.
2. Record player input into a DS list. Play it back over a timeline as a non-interactive object that simply tweens between each point where the input effects the objects XYZ and angles.
Also make sure you record physical collisions and any other actions that would effect the vehicle, as those will need to be played back as well via tweening and a simple distance-over-time formula.
3. I don't know shit about level design. Probably look at random dungeon generators I guess, and go off to study other levels from existing games.
Find out the basic rules that the developers of those games established in order for them to judge what made a "good" or "bad" map.
Study usage of basic geometric shapes and light to portray to a player which path might be preferable, and to ensure they can easily distinguish important details even at a quick glance.
Make a table-top paper-based version of your level and actually use turn-based mechanics to play it out. Get others to play the paper-based one as well. Ask them for critique. When you get to certain parts of your level, are there too many things you would have to choose between in one turn just to pick a pathway? If so, maybe your level is too complex and needs adjustments. Remember that people can only keep track of so many things at one time. K.I.S.S. Keep it simple silly.
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06a6bf No.25038
How hard would it be to implement shit like this:
https://vimeo.com/113028606
or like this:
https://www.youtube.com/watch?v=-Q6ISVaM5Ww
https://www.youtube.com/watch?v=vtYvNEmmHXE
I'm mostly interested in the pseudo-3D in the first vid but if anyone has any idea about how to do the crazy stuff in the second two that'd be pretty neat.
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06a6bf No.26227
>>3222
Next thing you know they'll tell us there's a modulo divide operator
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06a6bf No.26232
How hard would it be to make an isometric srpg in GMS?
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06a6bf No.26340
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06a6bf No.26350
>>26232
TRPG aren't that difficult to begin with. I have no experience with GML but you can really implement them in any language, so I don't know why is this even a question in the first place.
Look at RoR or HM. They are infinitely more complex games than, let's say, Final Fantasy Tactics, and they are made with GameMaker.
The real difficulty in SRPG is everything art related. Enjoy the pain of 45º sprites.
>>24966
>Also make sure you record physical collisions and any other actions that would effect the vehicle, as those will need to be played back as well via tweening and a simple distance-over-time formula.
Not necessary. As long as the game already implements some AI/NPC/multiplayer system, all you need is to feed the recorded input at the same exact moment in which it was recorded into the "player 2". Collisions should work as in the first playthrough.
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06a6bf No.26674
>>25038
hard if you want to do it with anything but sprites
however, if you're willing to sprite, it's more than possible.
Just enjoy the pain of 45 degree sprites like
>>26350
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06a6bf No.26677
Is GM good enough for android?
Pic unrelated
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06a6bf No.26678
Anyone getting the "The following modules could not be downloaded:
Windows8
Mac"
I've tried uninstalling and reinstalling, but it just keeps giving me this error.
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06a6bf No.26960
>>24843
I gave it a chance and it's got it's problems, at least as far as GMS games go. You have to really play with settings for a lot of games to compile at all, and it seems like the dev wants to drop support and go his own way with things.
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06a6bf No.27332
>>23162
Game maker pro is free now.
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06a6bf No.27379
For someone who's coding experience doesn't go beyond a high school java course, is GM a solid engine to start with? Willing to learn the language, just want to start with the best tools for my level.
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06a6bf No.27381
>>27379
Game Maker is the best 2D game engine period, it's a good choice unless you want to use some shitty drag and drop engine. Unity and Unreal add a level of complexity that isn't necessarily worth it unless you also want to make 3D games.
There's always the option of using a library or something with less UI, but that requires you to rely on your programming skills a lot more.
Also, it's worth noting that since you're just beginning, you want something that has a large community because that allows you to find help for all kinds of little questions a lot easier.
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06a6bf No.27735
Torn between being a cheap fuck and getting Game Maker Pro for $1 or whatever the minimum is, or just buying the larger bundle to get access to Android stuff.
Is GM good for Android games?
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06a6bf No.27737
>>27735
I thought the same thing when I've heard about the bundle, ended up buying the full packet, just because I never know when I have an idea for some silly viral android game since he android export is expensive usually.
And even if I fail, since game maker was the first thing that let me made an actual working game that I enjoyed making, it's worth the $15.
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06a6bf No.27738
>>27737
Yeah I did the same. Hard to leave it at that price since I'll more than likely want to have a play around with it if nothing more.
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06a6bf No.27786
So i've done this
if type = network_type_disconnect{
playerleaving = ds_list_find_index(listedsockets, sockinlist);
global.playerout = playerleaving;
with obj_player{
if controlledby = global.playerout{
instance_destroy();
}
}
}
and my problem is that, since every socket is called sockinlist, it always returns 1 no matter which socket i access because, according to GM help "Note that if there are more than one entries in the list with the same value, the position of any one of them may be returned"
So, how do i get the sockets to have different names? because i need the position which is gonna be parsed into the ID of the player disconnected.
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