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#21 ugriffin

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Posted 21 February 2011 - 07:38 PM

I do my main development on GM4Mac, mainly because Mac is more important to me than Windows (Mac App Store). Thus, developing in it lets me catch bugs as they happen and the Mac OS just agrees better with my MacBook (duh), so I rarely use Windows.

GM4Mac is still a very new product, but people tend to focus on the bugs instead of the flexibility of Mac OS, that can be used by your game if you have just a little bit of knowledge on how Mac OS works.

'Dlls', aren't supported, but dylibs (dll for mac) are. ;) I am the author a few of these.

I suggest you check the Mac Creations Forum. There's a few games, extensions, and stuff there. You might be surprised. :)


Also, if you just want GM4Mac to 'port' over your windows games, then it's not going to work. The Mac audience for gaming is negligible anyways, waste of time. If Mac OS isn't your main platform, then you shouldn't worry about porting stuff. You won't gain fans, trust me.

Edited by ugriffin, 21 February 2011 - 07:38 PM.

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#22 W3Geek

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Posted 28 February 2011 - 03:36 PM

Sorry to bump this old topic... I am just trying to figure out if I want to purchase it or not... I would love to make some games on the Mac... but I do not know.
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#23 makerofthegames

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Posted 28 February 2011 - 03:41 PM

It's one week old. I would hardly call that an old topic.
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#24 NakedPaulToast

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Posted 28 February 2011 - 03:42 PM

Download GM4Mac lite. Try it for a while.
Then when your comfortable, download GM4Mac, take advantage of the 10 Demo.

Then decide for yourself.

Nobody can tell you what you should do.
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#25 W3Geek

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Posted 28 February 2011 - 05:14 PM

Lol yeah its only a week old. :o I still trying to figure out if I want it or not... I may just buy some books.
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#26 ugriffin

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Posted 01 March 2011 - 01:43 AM

If after a week you still haven't decided if you want it, don't get it. Save it up for when you really want something. :rolleyes:
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#27 W3Geek

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Posted 01 March 2011 - 11:03 AM

hmm... I played around with the trial a bit but I don't get it... can you make '.dmg' or '.app' files with the pro edition?
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#28 ugriffin

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Posted 01 March 2011 - 11:50 AM

hmm... I played around with the trial a bit but I don't get it... can you make '.dmg' or '.app' files with the pro edition?



They're completely different things. I suggest you read up on Macintosh usage (yes, how to use a Mac), and Macintosh development.

You can compile executables with the Pro edition.
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#29 Xardov

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Posted 01 March 2011 - 12:09 PM

Go ahead and purchase it. It's cheap, unlike many other game development softwares out there. But only buy if you want to learn how to code. I've always found GM's D&D to be limiting, confusing, and hard to use.
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#30 W3Geek

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Posted 01 March 2011 - 12:17 PM

I know the basics of coding with GM but I am not the best. I could use some major work with my math like SIN, COS, and TAN from Trig.
I am using Khan's Academy to improve my maths right now. =) I think I may just go ahead and purchase it. Game Maker is a cool game development software.
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#31 Xardov

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Posted 01 March 2011 - 12:25 PM

Yup, GM is very cool. Now if only it could create compiled executables...
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#32 W3Geek

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Posted 01 March 2011 - 12:28 PM

What is compiled executables? Posted Image
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#33 Xardov

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Posted 01 March 2011 - 12:33 PM

Well, right now the code is interpreted. That means each line is read one by one while the game runs. While this is helpful to newbs, (you can see exactly why your code isn't working) it isn't very fast compared to compiled executables. Compiled means all the code is taken at once, then read. If there's an error in your code, it gets reported before your game starts, which means it's harder to locate your error. But compiled executables are much faster than interpreted.

Edited by Farcrusader, 01 March 2011 - 12:34 PM.

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#34 W3Geek

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Posted 01 March 2011 - 12:47 PM

Oh, okay I see how it a compiled exe works. =)
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#35 W3Geek

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Posted 04 March 2011 - 08:05 PM

Good news! I bought a license to GM4Mac. Its not actually that bad... it works and runs just like the one for Windows PC. :)
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#36 chance

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Posted 04 March 2011 - 10:11 PM

Good news! I bought a license to GM4Mac. Its not actually that bad...

Not exactly a rousing compliment. :whistle: But I'm +glad you bought it. A little more Mac activity might be good for the GMC.

If you've made any games with the (GM7) PC version, you should re-release them for Mac in the Mac Creations forum.

Edited by chance, 04 March 2011 - 10:14 PM.

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#37 Dangerous_Dave

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Posted 05 March 2011 - 01:33 AM

Well, right now the code is interpreted. That means each line is read one by one while the game runs. While this is helpful to newbs, (you can see exactly why your code isn't working) it isn't very fast compared to compiled executables. Compiled means all the code is taken at once, then read. If there's an error in your code, it gets reported before your game starts, which means it's harder to locate your error. But compiled executables are much faster than interpreted.

That's not what was meant. The pro edition doesn't enable you to compile your games to machine code, the code is still interpreted. Rather, Game Maker allows you to compile your games to a form playable by those who don't have Game Maker. That is what was meant above.
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#38 Xardov

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Posted 05 March 2011 - 01:55 AM


Well, right now the code is interpreted. That means each line is read one by one while the game runs. While this is helpful to newbs, (you can see exactly why your code isn't working) it isn't very fast compared to compiled executables. Compiled means all the code is taken at once, then read. If there's an error in your code, it gets reported before your game starts, which means it's harder to locate your error. But compiled executables are much faster than interpreted.

That's not what was meant. The pro edition doesn't enable you to compile your games to machine code, the code is still interpreted. Rather, Game Maker allows you to compile your games to a form playable by those who don't have Game Maker. That is what was meant above.


I never said that GM had the ability to compile executables... i merely detailed the difference between interpreted and compiled.
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#39 Dangerous_Dave

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Posted 05 March 2011 - 01:59 AM

I never said that GM had the ability to compile executables... i merely detailed the difference between interpreted and compiled.

If you read through this topic in order, you should notice why what you have said is misleading.
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#40 Xardov

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Posted 05 March 2011 - 02:14 AM


I never said that GM had the ability to compile executables... i merely detailed the difference between interpreted and compiled.

If you read through this topic in order, you should notice why what you have said is misleading.


Hmm... not really...
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