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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.
 
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?
 
For anyone in this thread talking about making a game (including myself) time to put our games where are mouths are.

http://www.neogaf.com/forum/showthread.php?t=773345

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 you sure it's the walls that are the problem and not the clown? Double check his sprite to make sure you set up his collision detection properly (center his origin, click collision, make the collision an oblong shape that covers his body). Also make sure his script for collision is set properly for 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.

That's awesome to hear, thanks!

Oh, anyone that is looking for inspiration or the answer to "...but can it do THIS type of game?!" watch this video of one person's 15 (!) game output from 2013.
 
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

No you don't, they have drag and drop but learning to code would add tons of flexibility to your game. I've seen some really well made games that used Drag and Drop. IIRC, Chubigans Ore No Ryomi 2 was mainly drag and drop code and I loved that game.
 
all i have to do is download and install or you have to activate your copy somehow?

Install and then when you load it, it will come up with a screen, click "Standard edition, free for a limited time" and put in your e-mail. They will then e-mail you the full version code.
 
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
 
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

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.
 
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.
 
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.
 
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.
 
Is your source file for ONR2 still available. I found it really interesting and educational to see how you got everything to work.

It's out there somewhere, but the computer I had it on was wiped out a long time ago, plus you need something like GM 5.2 to read it. It's such a horrible mess of code that it's a great way to learn what not to do. :p

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.

No reason at all.

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."
 
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
Thanks for sharing. Just wanted to hear from an experienced user.
 
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.
 
Are you able to port/export gamed made with this software to mobile?

You'll need export add-ons for many platforms. I believe iOS and Android are $200 each (yeah, I know, ouch). Mac, Win, and Win 8 are free, and I believe that Steam is too (once you wait 7 days and request a license recovery to get a key).
 
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.

Well I'm still very much a newbie when it comes to code. I'm barely starting to try my hand at arrays and repeat functions, hah.

So I can't really say what's possible from C to GML, unfortunately.
 
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.
 
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.
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...)".
 
Been sitting here for like 2 hours just trying to get collision to work properly. So hard T_T

Man, I got some learning to do for this. The idea of RPG Maker VX ACE not allowing resolutions above 480 is fucking dumb.
Yea I know. I was originally going to try making a game in RPG maker, till I realised the resolution limit...
 
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.
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'm up to the plane side-scroller game and my progress has slowed a bit, but I finally got the arrow controls to work after about 15 minutes of trying parse through the directions. It's pretty gratifying to get the tutorials to work even if they're simplistic. Hopefully I don't get overwhelmed with the more advanced stuff, retaining the basics is what will probably be most problematic as I forget things easily after learning them.
 
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...)".

That's very helpful, thanks! I think Unity is probably more coder-friendly but I just found it a bit too unwieldy -- I really didn't like the UI and as I'm more 2D focused I found the thin veneer over 3D annoying. I like GM's drawing primitives too -- so nice to be able to just draw an ellipse, line, etc. Nicer than XNA, that's for sure.
 
Just made the clown game earlier today..

Seems interesting, but obviously there are way more features which were not utlized in the tutorial.

Hoping one day I get into it and make a game :)
 
I wish that when using the premade Action questions you could see it in GML as well. That would help learning the language soo much easier.
 
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