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#1 NakedPaulToast

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Posted 21 November 2011 - 03:02 PM

Here's a video of NAL compiling a game using Studio, then playing the game on his device.

Not a lot to see, but evidence that it's closer.


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#2 ugriffin

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Posted 21 November 2011 - 03:12 PM

Heh, interesting to see it. Would've been great if they could've released this year.
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#3 mrme

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Posted 21 November 2011 - 04:43 PM

Glad to see that they made some changes to the UI.
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#4 NakedPaulToast

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Posted 21 November 2011 - 05:04 PM

Glad to see that they made some changes to the UI.

I don't see any changes to the UI. It is identical to GM:HTML5, with the exception of the colour, which is now skinnable in GM:HTML5.
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#5

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Posted 21 November 2011 - 07:15 PM

Actually... what you don't see here, is that the runner that Nal starts, downloads the latest build from the built in web server. The very latest one has a download progress bar, but this one just sits on the loading screen. So in effect, you build, run the "runner", and it downloads and plays the newest build.

So it's a little further on than it seems.

#6 BretHudson

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Posted 21 November 2011 - 10:00 PM

Awesome! :) I have an Xperia PLAY as well, and have been trying to make games for it. The only way right now seems to be through Java, because HTML5 and Flash don't register the buttons on the device. Glad to see there'll be a simpler way soon! :)
-Bret Hudson
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#7 Cakefish

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Posted 21 November 2011 - 10:22 PM

Oh man, can't wait to try this out on my shiny new Galaxy S2. Will be AMAZING!

Sure hope I can afford it when it releases, my student budget is pretty sretched as it is right now Posted Image

Edited by Cakefish, 21 November 2011 - 10:23 PM.

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#8 BretHudson

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Posted 21 November 2011 - 11:26 PM

Sure hope I can afford it when it releases, my student budget is pretty sretched as it is right now Posted Image

Same story here, I plan on making some apps with Java for Android to save up for it. :P
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#9 atower79

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Posted 23 November 2011 - 04:05 PM

I wonder exactly how the beta testing for GM: Studio will work? Since only a select few people will be able to throw a simple test game on an ios/android device to see what bugs they get and report them back to Yoyo.

Edited by atower79, 23 November 2011 - 06:12 PM.

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#10 Cakefish

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Posted 23 November 2011 - 06:13 PM

How knowledgable do you need to be to be able to sucessfully do this? I'll admit I'm basically still a novice in GM (just starting to get to grips with the basics of GML). How hard is it to create an app using studio for an android device. The video makes it look incredibly simple.

There is nothing I would like more than to be able to create a game, see it play on my own phone, and upload it to the android market.

Edited by Cakefish, 23 November 2011 - 06:13 PM.

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#11 chance

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Posted 23 November 2011 - 09:05 PM

I'll admit I'm basically still a novice in GM (just starting to get to grips with the basics of GML). How hard is it to create an app using studio for an android device. The video makes it look incredibly simple.

It is incredibly simple: just select the desired export option and go. But that may not be the best question to ask.

Since you're new to GM and still learning, the question is whether anyone would play your Android game (except you). Unless money isn't a concern for you, I'd just stick with GM8 (9 when available) for now.
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#12 Cakefish

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Posted 24 November 2011 - 03:55 PM

It is incredibly simple: just select the desired export option and go. But that may not be the best question to ask.

Since you're new to GM and still learning, the question is whether anyone would play your Android game (except you). Unless money isn't a concern for you, I'd just stick with GM8 (9 when available) for now.


So it's as simple as it looks? Great news! Can't wait!

And yes any game I'd submit to Android would be free. I know I can't create commercially viable games with my current experience (although I'm gradually improving Posted Image).
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#13 kburkhart84

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Posted 24 November 2011 - 05:47 PM

You forgot to mention about the game design. Mobile devices will have certain limits. One(that I'm not sure exactly why just yet) is that all the graphics have to fit into 5 texture pages, which yoyo has at 1024x1024. You also have to think about how you get inputs. Many android devices don't have hardware keys, so you need account for that. Yoyo will have provided "virtual keys" which are squares of screen space that when touched when emulate a key press event. You can also respond to mouse events, which react to touches and drags on the screen.

What this means is that you need to make your game mobile friendly. Games where you drag things around to control are good. But hardcore action games with 10 buttons required are not so good. Platformers and action games can be done, but you may not be able to have to as "hard-core" as you could on PC. Instead of having 4 different keys for weapons, you'd have one for shooting, and one for changing weapons instead. You'd have to be a little more "user friendly" with input reaction too because depending on how many keys you have, and where they are, it may be harder to hit just the right button. I wouldn't recommend a setup where you depend on exact timing of the touches, unless you are friendly about where you can do the touch. A little square isn't enough in that situation.
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#14 atower79

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Posted 24 November 2011 - 06:16 PM

Is there any video or audio of Russell at Droidcon showing Studio?
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#15 chance

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Posted 24 November 2011 - 11:18 PM

You forgot to mention about the game design. Mobile devices will have certain limits.
...
What this means is that you need to make your game mobile friendly.

Of course that's true. But his question was about the export process itself -- since that's what the video showed.

Obviously, you need to tweak each game to fit the particular platform, in terms of screen size/resolution, controls, etc. And to get best performance, games should be optimized for a particular platform. That goes without saying.
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#16 _241296

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Posted 25 November 2011 - 10:46 PM

Hey guys,

Brand new to the forums, so this may not be the best place to ask about Studio, but I was hoping someone might be able to help me out or point me in the right direction.

- I'm curious about whether the GM studio software will include options so that when the android user downloads the app they will have the option to move it onto their SD card (for memory saving purposes). I figured this may need to be a consideration when taking into account how big you could make a game for the android through GM studio.
- Weill the studio version be similar to the standard version of GM (so by learning all about the functionality of that software, will that hold me in good stead for when studio is released?
- Also could you being to make something in standard and then later open that gm file in studio?

Any help on this guys, would be fantastically appreciated.

Cheers

Pete
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#17 Kapser

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Posted 26 November 2011 - 09:15 AM

This skin looks better than the current one. Can't wait for GMS
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#18 NAL

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Posted 26 November 2011 - 10:37 AM

- I'm curious about whether the GM studio software will include options so that when the android user downloads the app they will have the option to move it onto their SD card (for memory saving purposes). I figured this may need to be a consideration when taking into account how big you could make a game for the android through GM studio.
- Weill the studio version be similar to the standard version of GM (so by learning all about the functionality of that software, will that hold me in good stead for when studio is released?
- Also could you being to make something in standard and then later open that gm file in studio?


1. For testing purposes, you get a permanent app on the Android device called YoYoRunner (which you could see me poking in that video). That app downloads the game you last built from GM: Studio and runs it. You can move YoYoRunner itself onto the SD Card through Manage Applications (just tested that), however I cannot confirm if that also downloads the data to SD or to internal memory. Either way, I would imagine it will be an option in the final version.

2/3. Pretty much every piece of Drag & Drop and GML will be identical, to the point that if you make a game in GM8.1 that you think would work on Android, you can indeed import the editable file into Studio when you get it, hit Compile, and play it there and then on the phone.
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#19 _241296

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Posted 26 November 2011 - 03:05 PM


- I'm curious about whether the GM studio software will include options so that when the android user downloads the app they will have the option to move it onto their SD card (for memory saving purposes). I figured this may need to be a consideration when taking into account how big you could make a game for the android through GM studio.
- Weill the studio version be similar to the standard version of GM (so by learning all about the functionality of that software, will that hold me in good stead for when studio is released?
- Also could you being to make something in standard and then later open that gm file in studio?


1. For testing purposes, you get a permanent app on the Android device called YoYoRunner (which you could see me poking in that video). That app downloads the game you last built from GM: Studio and runs it. You can move YoYoRunner itself onto the SD Card through Manage Applications (just tested that), however I cannot confirm if that also downloads the data to SD or to internal memory. Either way, I would imagine it will be an option in the final version.

2/3. Pretty much every piece of Drag & Drop and GML will be identical, to the point that if you make a game in GM8.1 that you think would work on Android, you can indeed import the editable file into Studio when you get it, hit Compile, and play it there and then on the phone.


Thanks very much Nal, very helpful.
I'm going to purchase the standard version next month, so it's good to know I don't need to wait until studio to get practicing.

You mentioned about downloading YoYo runner... So do you know if that means it won't be possible to distribute games from the android market as stand alone applications?

Thanks again
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#20 Cakefish

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Posted 26 November 2011 - 05:42 PM

You mentioned about downloading YoYo runner... So do you know if that means it won't be possible to distribute games from the android market as stand alone applications?

That would be just for testing purposes. The android runner would be incorporated into the .apk file when the finished app is compiled in the same way that Windows GM compiles it's .exe's.

Edited by Cakefish, 26 November 2011 - 05:43 PM.

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