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#201 GameGeisha

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Posted 11 November 2011 - 02:28 PM

I wonder if GM9 will have the features of Studio (multi-export)

GM9 will be a primarily consumer-grade product. Even if it has multi-platform export, cross-export between PC and Mac would be the furthest it'll go. Expecting anything more would not make much sense because GM9 would then directly compete with GM4HTML5 and Studio.

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#202 rwkay

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Posted 11 November 2011 - 03:35 PM

GM9 will come in Lite, Standard and Studio versions....

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#203 GameGeisha

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Posted 11 November 2011 - 03:56 PM

GM9 will come in Lite, Standard and Studio versions....

Russell

So is this is what's coming down the line:
- The upcoming Studio version is "GM8-based Studio"
- The upcoming GM9 is in fact GM9 Lite/Standard
- The version after that is "GM9-based Studio"

Right?

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#204 rwkay

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Posted 11 November 2011 - 05:32 PM

Well not quite

- The upcoming Studio is "GM8-based Studio"

Then GM9 work will start and from then on we will be releasing (at the same time) Lite, Standard and Studio (for the forseeable future) that is the plan, so basically GameMaker will be moving to be a cross platform product, remember GM9 will work on PC and Mac (for the Maker portion) and Studio will allow targeting to other platforms (from PC or Mac) .

We are also looking to add in Linux as both a target platform and a Maker platform, but there is little reason for us to do that as a business just now (only the geek in us is driving this one, so I will not promise it).

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#205 Staggasaurarts

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Posted 11 November 2011 - 11:56 PM

Well not quite

- The upcoming Studio is "GM8-based Studio"

Then GM9 work will start and from then on we will be releasing (at the same time) Lite, Standard and Studio (for the forseeable future) that is the plan, so basically GameMaker will be moving to be a cross platform product, remember GM9 will work on PC and Mac (for the Maker portion) and Studio will allow targeting to other platforms (from PC or Mac) .

We are also looking to add in Linux as both a target platform and a Maker platform, but there is little reason for us to do that as a business just now (only the geek in us is driving this one, so I will not promise it).

Russell


glad to hear this.

I haven't been going through all the posts in this topic but I am confused about the release date. I was told a few months ago the release would be mid-2012, but on the site it says late november. Which one is more accurate?

Also for those people thinking the price is going to be $199-$299, then i doubt it.
After the release of GM:HTML at $199, then i reckon a price of $499.
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#206 rwkay

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Posted 13 November 2011 - 08:42 PM

I cannot comment on the price as that has not been fully decided yet (and it will be modular)

We are aiming to get Studio out early next year (it will not be out pre-Xmas now) - but it will be early in the year... GM9 should be out by the end of 2012.

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#207 japjap

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Posted 13 November 2011 - 09:20 PM

I cannot comment on the price as that has not been fully decided yet (and it will be modular)

We are aiming to get Studio out early next year (it will not be out pre-Xmas now) - but it will be early in the year... GM9 should be out by the end of 2012.

Russell

It is worth about 1350$ single licence. My advice is not to increase the price more the 1500$ if you would publish it now.

In 2012 there will different exchange rates so I can give you new quotes.
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#208 chance

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Posted 13 November 2011 - 10:44 PM


I cannot comment on the price as that has not been fully decided yet (and it will be modular)

It is worth about 1350$ single licence. My advice is not to increase the price more the 1500$ if you would publish it now.

In 2012 there will different exchange rates so I can give you new quotes.

I hope YoYo waits for japjap's advice before making any decisions.
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#209 jamezogamer101

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Posted 30 January 2012 - 03:27 AM

So if we have bought 8.1 standard can we upgrade to this version?
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#210 Dangerous_Dave

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Posted 30 January 2012 - 05:29 AM

So if we have bought 8.1 standard can we upgrade to this version?

For free? No.

If you pay for it? Of course.
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#211 Kisatom

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Posted 01 February 2012 - 06:17 PM

Hi all, I have a question for the insiders:
Will the Studio use in script the gyroscope of phones?

Thanks!
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#212 Nocturne

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Posted 01 February 2012 - 06:39 PM

I would be surprised if it didn't permit tilt control...
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#213 NakedPaulToast

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Posted 01 February 2012 - 11:57 PM

Hi all, I have a question for the insiders:
Will the Studio use in script the gyroscope of phones?

Thanks!

According to http://www.yoyogames...phone_games.pdf, yes. The following functions are supported:

Tilting

YoYo_GetTiltX()

Returns a value between -1 and 1.

YoYo_GetTiltY()

Returns a value between -1 and 1.

YoYo_GetTiltZ()

Returns a value between -1 and 1.


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#214 King Tetiro

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Posted 02 February 2012 - 09:42 AM


Hi all, I have a question for the insiders:
Will the Studio use in script the gyroscope of phones?

Thanks!

According to http://www.yoyogames...phone_games.pdf, yes. The following functions are supported:

Tilting

YoYo_GetTiltX()

Returns a value between -1 and 1.

YoYo_GetTiltY()

Returns a value between -1 and 1.

YoYo_GetTiltZ()

Returns a value between -1 and 1.



Ok now that is a useful document! Cheers for uploading it

EDIT: Though is it accurate due to it being 8 months old? Member of Yoyo, mind giving us knowledge of how accurate it is?

Let me provide an example.

Use good programming and documentation style when you create your game. Preferably use scripts and code and add plenty of comments. Give your resources and variables meaningful names and preferably maintain a technical document that describes how your game actually works. Realize that normally the people at YoYo Games will have to do some final changes in your code to make it work correctly on the devices. Hence, it should be easy for them to understand your code. Keep the size of your finished game to under 10-15 MB. Otherwise it will take long to load.


But there are two of Yoyogames's games which are beyond this 15MB limit

https://market.android.com/details?id=com.yoyogames.droidpollushot&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS55b3lvZ2FtZXMuZHJvaWRwb2xsdXNob3QiXQ..
https://market.android.com/details?id=com.yoyogames.droidcoincollector#?t=W251bGwsMSwxLDIxMiwiY29tLnlveW9nYW1lcy5kcm9pZGNvaW5jb2xsZWN0b3IiXQ..

Doesn't bother me as me and my team are doing everything we can to cram an RPG into this limit but others may want this question answered.

Edited by King Tetiro, 02 February 2012 - 10:50 AM.

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#215 Desert Dog

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Posted 04 February 2012 - 10:13 PM

But there are two of Yoyogames's games which are beyond this 15MB limit

https://market.andro...2xsdXNob3QiXQ..
https://market.andro...2xsZWN0b3IiXQ..

Doesn't bother me as me and my team are doing everything we can to cram an RPG into this limit but others may want this question answered.


It isn't a hard, or fast rule, the doc is simply about designing iphone games. You want mobile games to load, and run quickly.

To speculate, I assume the GM iOS runner, or code base is quite large. Prison Ball, which is a 2mb-ish file on the PC, (most of which was the GM-runner, anyway). It hits 37 mb on the iPhone, although graphics were re-vamped during the port. Granted, that was in the 'early' days of YYG's porting stages, I imagine (and it would seem) that the file sizes are getting smaller. Also, it incorportes things like game-center, etc, which I have no idea how large they are.

But yeah, I'd assume that GM will run at least 10mb onto your game file, at least, until told otherwise.
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#216 minthiha

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Posted 05 February 2012 - 04:30 AM

We hope about (< U$ 100) :D
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#217 King Tetiro

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Posted 05 February 2012 - 11:08 AM

But there are two of Yoyogames's games which are beyond this 15MB limit

https://market.andro...2xsdXNob3QiXQ..
https://market.andro...2xsZWN0b3IiXQ..

Doesn't bother me as me and my team are doing everything we can to cram an RPG into this limit but others may want this question answered.


It isn't a hard, or fast rule, the doc is simply about designing iphone games. You want mobile games to load, and run quickly.

To speculate, I assume the GM iOS runner, or code base is quite large. Prison Ball, which is a 2mb-ish file on the PC, (most of which was the GM-runner, anyway). It hits 37 mb on the iPhone, although graphics were re-vamped during the port. Granted, that was in the 'early' days of YYG's porting stages, I imagine (and it would seem) that the file sizes are getting smaller. Also, it incorportes things like game-center, etc, which I have no idea how large they are.

But yeah, I'd assume that GM will run at least 10mb onto your game file, at least, until told otherwise.


That's what I'm assuming as well. I'm predicting that by the time we get our hands on the GM Studio, the advising rule would be greater than 10-15MB.

EDIT: Looking at the file size difference between iPhone and Android for karoshi, I can deduce that the 10-15MB size must be applying to the gmk. Especially as the iPhone game is over 30MB lol

Edited by King Tetiro, 05 February 2012 - 11:21 AM.

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#218 King Tetiro

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Posted 06 February 2012 - 01:26 PM

I have a technical question for GM Studio. How well does MP3s run on iPhones and Android? Not how do they run, how well do they run? Do they run well enough that you can make them loop without the time gap problems you get on PCs or does the problem still prevail?
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#219 Dangerous_Dave

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Posted 07 February 2012 - 05:32 AM

Audio on iPhone does not work at all for HTML5. Android support varies.
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#220 King Tetiro

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Posted 07 February 2012 - 08:01 AM

Audio on iPhone does not work at all for HTML5. Android support varies.


Huh. I wonder why MP3s are constantly talked about positively in the GM Phone handbook thing?
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