So I made the clown game and the walls are not acting as a solid objects. I have it set to solid and went through the instructions multiple times but it does not work the clown just goes over the walls.
Are they scary clowns?
Are they scary clowns?
So I made the clown game and the walls are not acting as a solid objects. I have it set to solid and went through the instructions multiple times but it does not work, the clown just goes over the walls.
I believe Spelunky was using GM 7 or 8...GM Studio has seen a massive speed improvement, so I doubt you'd run into any problems like that if someone were to make a Sprelunky type game using Studio.
YoYo Compile is supposed to be an even faster engine base but I haven't used it myself (I have the export option) as my games aren't too technically demanding.
How do you mean? I use GM Studio, it's great.hey chubs, how do you make your games? just curious.
Is there any tutorial on GML that you recommend? Or is the documentation good enough?How do you mean? I use GM Studio, it's great.![]()
I've been watching this one. It's great! VVIs there any tutorial on GML that you recommend? Or is the documentation good enough?
Does this mean I have to try and grasp some basic level of coding. Man, it's been creeping up on me.
Thankfully I'm not TOO far into development of my current game on another, more basic program.
I've been watching this one. It's great! VV
Cool, gonna give it a look.Does this mean I have to try and grasp some basic level of coding. Man, it's been creeping up on me.
Thankfully I'm not TOO far into development of my current game on another, more basic program.
I've been watching this one. It's great! VV
all i have to do is download and install or you have to activate your copy somehow?
It's hard to say as I've been sticking with GM for years now.Is there any tutorial on GML that you recommend? Or is the documentation good enough?
It's hard to say as I've been sticking with GM for years now.
What I would usually do is just use the in game documentation when I wanted to do something but didn't want to use the drag and drop icons. When I first started my games had about 95% drag and drop code, now it's all GML.
There is an official game maker GML book but I don't recommend it, as it was for GM8 and a lot of the commands are no longer in use or have changes.
There are also great tutorials and a question and answer forum: http://gmc.yoyogames.com
I hated code too. I refused to learn it. My friend always told me I needed to learn programming, but I just plugged away at Game Maker.So you found those code options easy to pick up? I SUPER afraid of code, because there are probably places I would need to use it for the RPG I'm working on.
I hated code too. I refused to learn it. My friend always told me I needed to learn programming, but I just plugged away at Game Maker.
Now GM has a ton of export options and features, and my friend is starting to learn Game Maker, haha.
Thing is, I slowly had to learn GML as it had more flexibility than drag and drop...and eventually I learned enough of it to switch over completely.
Is your source file for ONR2 still available. I found it really interesting and educational to see how you got everything to work.
Any reason not to use drag and drop for simple things? I have no problems learning to code GML, but keeping movement and input organized separately instead of putting everything in step doesn't seem like a bad idea.
Thanks for sharing. Just wanted to hear from an experienced user.It's hard to say as I've been sticking with GM for years now.
What I would usually do is just use the in game documentation when I wanted to do something but didn't want to use the drag and drop icons. When I first started my games had about 95% drag and drop code, now it's all GML.
There is an official game maker GML book but I don't recommend it, as it was for GM8 and a lot of the commands are no longer in use or have changes.
There are also great tutorials and a question and answer forum: http://gmc.yoyogames.com
Are you able to port/export gamed made with this software to mobile?
Because the above GAFfer seems so reluctant to provide links, let me do it for you.
https://gamestarmechanic.com/
http://www.kodugamelab.com/
You're welcome.
chubigans, your friend sounds like me. I come from a solid coding background (25 years professionally) and my initial instinct is to always code everything. I shied away from Unity / GM as a result but it is hard to deny the rapid prototyping that can be done in the tools and the export options are fantastic. So here I am.
Any tips on good code reuse practices in GM? Not being able to create classes worries me a bit, and I'll miss generics (in XNA I had a great Map<T> class with subclasses that handled square and hex maps, and a pathfinder class that could work seamlessly on either). I'll just make it a mission to never cut and paste code and try to find a way, any way, around it.
My work is going more toward JavaScript (as it seems the entire profession is) and away from C#. I guess this'll be good training breaking out of my comfort zone.
You can be the next Flappy Bird dev.
Hot tip: at the top of all code, use the /// tag followed by a label so you can name your code object so it doesn't read "Execute a piece of code."
That's very useful. Is that a new feature? Wasn't familiar with it.
I was trying to figure out how to name my code. Thank you!Hot tip: at the top of all code, use the /// tag followed by a label so you can name your code object so it doesn't read "Execute a piece of code."
I only know a bit of C++ and Java but I think I can help.chubigans, your friend sounds like me. I come from a solid coding background (25 years professionally) and my initial instinct is to always code everything. I shied away from Unity / GM as a result but it is hard to deny the rapid prototyping that can be done in the tools and the export options are fantastic. So here I am.
Any tips on good code reuse practices in GM? Not being able to create classes worries me a bit, and I'll miss generics (in XNA I had a great Map<T> class with subclasses that handled square and hex maps, and a pathfinder class that could work seamlessly on either). I'll just make it a mission to never cut and paste code and try to find a way, any way, around it.
My work is going more toward JavaScript (as it seems the entire profession is) and away from C#. I guess this'll be good training breaking out of my comfort zone.
Yea I know. I was originally going to try making a game in RPG maker, till I realised the resolution limit...Man, I got some learning to do for this. The idea of RPG Maker VX ACE not allowing resolutions above 480 is fucking dumb.
This is the best way. You can try to grasp all you want but if you don't put aside personal coding projects for yourself you will never get far...I took a whole semester's worth of programming and I wasn't able to learn jack squat. Hopefully more hands-on and self driven learning will do me better.
How do you mean? I use GM Studio, it's great.![]()
Yes, I think up to 3 computers can be used.Hey guys, once I get my new computer is it possible to transfer the license over from my current computer?
I only know a bit of C++ and Java but I think I can help.
There is a very basic form of 'classes' in GM. Each object can have a parent, and any code in that parent is automatically inherited by the child object. So sometimes I'll have a hierarchy of two or three parent objects that have no use beyond sending down code. A little awkward but it works.
There's also a basic way of building functions/methods. Just like how you create sounds or sprites, you can create a script. In the script, you execute code using keywords like "argument0" and etc. There's no real way declaring of your scripts parameters (that I know of), but otherwise it works fine. To execute your script in an obj, just GML "scriptname(arg0,arg1...)".