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#161 King Tetiro

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Posted 23 January 2012 - 02:22 PM

Hey folks, I'm having some difficulty understand the baseline specs from the yoyogame wikia
http://wiki.yoyogames.com/index.php?title=IOS_Baseline_Spec&oldid=12571

To polish and publish your game we need the .gmk file, all the art work, sounds, and other files used.

Preferably you should own the copyright for all the material you uses. If you are using anyone elses material, ensure you have written permission from the author (we will need a copy of this agreement). If you do not have the copyright of certain material make this very clear. We will then have to create new version of those assets. (But as this will cost additional time and money we will only do this if it is a really excellent game.)

Any game created with our own assets (graphics/sounds that came with Game Maker) are also okay, as long as you tell us.

We recommend that you author your artwork in iPad (or higher) resolution and shrink for the appropriate target. In that way it is easy to produce the game for both platforms.

The more you can provide, the more control you'll have as to the final look and feel. So if you don't provide usable assets (like icons, original music etc.), we will have to make them ourselves, although this may cost you if we have to commission art/music.

We also need some specific images that are used to promote the game, for use in Game Center, etc. Preferably provide them yourself, if you want control over them. These are not IN GAME assets, but assets requred for web sites and promotion.

Achievement icons authored at 512x512 (required for Game Center)
Game Icons at 57x57, 72x72, 114x114 and 512x512 in png format.
Game Logos authored at 1024x768 at least!!


This is under the "Assets we Require" section. I've struck through alot of it as me and the team have taken it all into account. But the unstruck stuff I don't quite understand.

-Assuming Achievements icons are for achievements, do you need to provide icons if you have no intention of having achievements in the game?
-What's the Game Center?
-Why does Game Logos have to be of at least 1024x768?
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#162 NakedPaulToast

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Posted 23 January 2012 - 02:36 PM

Hey folks, I'm having some difficulty understand the baseline specs from the yoyogame wikia
http://wiki.yoyogames.com/index.php?title=IOS_Baseline_Spec&oldid=12571

To polish and publish your game we need the .gmk file, all the art work, sounds, and other files used.

Preferably you should own the copyright for all the material you uses. If you are using anyone elses material, ensure you have written permission from the author (we will need a copy of this agreement). If you do not have the copyright of certain material make this very clear. We will then have to create new version of those assets. (But as this will cost additional time and money we will only do this if it is a really excellent game.)

Any game created with our own assets (graphics/sounds that came with Game Maker) are also okay, as long as you tell us.

We recommend that you author your artwork in iPad (or higher) resolution and shrink for the appropriate target. In that way it is easy to produce the game for both platforms.

The more you can provide, the more control you'll have as to the final look and feel. So if you don't provide usable assets (like icons, original music etc.), we will have to make them ourselves, although this may cost you if we have to commission art/music.

We also need some specific images that are used to promote the game, for use in Game Center, etc. Preferably provide them yourself, if you want control over them. These are not IN GAME assets, but assets requred for web sites and promotion.

Achievement icons authored at 512x512 (required for Game Center)
Game Icons at 57x57, 72x72, 114x114 and 512x512 in png format.
Game Logos authored at 1024x768 at least!!


This is under the "Assets we Require" section. I've struck through alot of it as me and the team have taken it all into account. But the unstruck stuff I don't quite understand.

-Assuming Achievements icons are for achievements, do you need to provide icons if you have no intention of having achievements in the game?
-What's the Game Center?
-Why does Game Logos have to be of at least 1024x768?


Those baseline specs have nothing to do with Studio (directly). These were the specs that YYGs prior to them intending on releasing the functionality of Studio publicly. Recall, a year or so ago YYGs were not going to release the ability for individuals to publish their own iOS/Android games. Instead one had to work with YYGs to co-create an iOS/Android game. The specs detailed are for that and simply don't apply if you create your own games.
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#163 King Tetiro

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Posted 23 January 2012 - 02:38 PM

NakedToast, I don't know what I'd do without you lol

If this is the case, why haven't Yoyogames updated the wiki? (Or has it been long forgotten now?)

EDIT: This is more of a suggestion than a question. You stated earlier Mike that there are 5 texture pages worth of graphics at the dimensions 1024x1024. Might I suggest some sort out counting mechanism that counted how many pixels have already been used up? If it's possible of course.

It doesn't affect me as I'm working out the graphics usage as I go but other people may require a device that does so.

(1024x1024x5 = 5242880 pixels)
So for example, if there were 5 16x16 sprites (5 x 16 x 16 = 1280), it would show 1280 / 5242880 pixels used somewhere on the GM Studio interface. (That's an estimate of 0.02% of the pixels overall)

Edited by King Tetiro, 23 January 2012 - 06:04 PM.

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#164 GameDevDan

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Posted 23 January 2012 - 08:38 PM

EDIT: This is more of a suggestion than a question. You stated earlier Mike that there are 5 texture pages worth of graphics at the dimensions 1024x1024. Might I suggest some sort out counting mechanism that counted how many pixels have already been used up? If it's possible of course. (1024x1024x5 = 5242880 pixels) So for example, if there were 5 16x16 sprites (5 x 16 x 16 = 1280), it would show 1280 / 5242880 pixels used somewhere on the GM Studio interface. (That's an estimate of 0.02% of the pixels overall)


I don't know if that many people would find this useful. When using GM:HTML5 I've taken to creating sprites and backgrounds on files that are 1024x1024 so that I know how much space I'm using. Then obviously I use the "Add from strip" function to put the sprites into the project.

-What's the Game Center?


If you don't know that you should probably read up on iOS a bit more before you plan to develop for it.

-Why does Game Logos have to be of at least 1024x768?


As said earlier this is just one of YYGs requirements from when they were going to publish games for YYG members. Having said that, it's a good idea to have logos as big as possible as quality generally degrades less when you shrink an image than when you stretch one.

Edited by GameDevDan, 23 January 2012 - 08:39 PM.

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#165 King Tetiro

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Posted 23 January 2012 - 09:01 PM

EDIT: This is more of a suggestion than a question. You stated earlier Mike that there are 5 texture pages worth of graphics at the dimensions 1024x1024. Might I suggest some sort out counting mechanism that counted how many pixels have already been used up? If it's possible of course. (1024x1024x5 = 5242880 pixels) So for example, if there were 5 16x16 sprites (5 x 16 x 16 = 1280), it would show 1280 / 5242880 pixels used somewhere on the GM Studio interface. (That's an estimate of 0.02% of the pixels overall)


I don't know if that many people would find this useful. When using GM:HTML5 I've taken to creating sprites and backgrounds on files that are 1024x1024 so that I know how much space I'm using. Then obviously I use the "Add from strip" function to put the sprites into the project.

-What's the Game Center?


If you don't know that you should probably read up on iOS a bit more before you plan to develop for it.

-Why does Game Logos have to be of at least 1024x768?


As said earlier this is just one of YYGs requirements from when they were going to publish games for YYG members. Having said that, it's a good idea to have logos as big as possible as quality generally degrades less when you shrink an image than when you stretch one.


I'd find the feature useful personally. This would really only apply to Android/iOS developers

I just read it up on Game Center and I understand why now.

And agreed about the idea of having logos as big as possible.

EDIT: On one of my many ponderings (thoughts), I think I've figured out a way to ensure all rooms are of the same view. That and two global variables containing the device's width and height would ensure all rooms fit to the device screen effectively. This idea would be very effective and useful to developers who are developing games with tons of rooms but for devices with different screen resolutions.

However I need to make sure a function exists in GM Studio.

Could someone confirm if this function exists in GM Studio?

room_set_view(ind,vind,vis,xview,yview,wview,hview,xport,yport,wport,hport,hborder,vborder,hspeed,vspeed,obj)


Edited by King Tetiro, 23 January 2012 - 10:00 PM.

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#166 GameDevDan

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Posted 23 January 2012 - 10:11 PM

room_set_view(ind,vind,vis,xview,yview, wview,hview,xport,yport,wport,hport,hborder,vborder, hspeed,vspeed,obj)


Yes it will. (i'd imagine anyway, it's in H5)

Edited by GameDevDan, 23 January 2012 - 10:11 PM.

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#167 King Tetiro

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Posted 23 January 2012 - 10:14 PM

room_set_view(ind,vind,vis,xview,yview, wview,hview,xport,yport,wport,hport,hborder,vborder, hspeed,vspeed,obj)


Yes it will. (i'd imagine anyway, it's in H5)

Hold on, it's in HTML5?!? I thought HTML5 was basic?
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#168 GameDevDan

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Posted 23 January 2012 - 10:22 PM

I thought HTML5 was basic?


Not at all. As far as I know the only functions that have been removed in GMHTML5 since GM8.1 are the registry functions, and most of the functions that are still there work in HTML5 (except for the ones you would expect not to, like directory creation etc).

EDIT: It appears registry has only been removed from the help file, it still works when published as windows. Not that this affects my answer to your question much...

Edited by GameDevDan, 23 January 2012 - 10:28 PM.

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#169 chance

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Posted 23 January 2012 - 10:54 PM

On one of my many ponderings (thoughts), I think I've figured out a way to ensure all rooms are of the same view. That and two global variables containing the device's width and height would ensure all rooms fit to the device screen effectively. This idea would be very effective and useful to developers who are developing games with tons of rooms but for devices with different screen resolutions.

You must be a very advanced programmer. :tongue:

Seriously... KT... just assume that GM:Studio will contain the GM8.1 functions. Except for Windows registry functions (and other Win-specific functions) with can't be used on iOS and Android.

I know you're eager to see Studio. We all are. But there's no need to ask about every last detail at this point.
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#170 King Tetiro

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Posted 23 January 2012 - 11:19 PM


On one of my many ponderings (thoughts), I think I've figured out a way to ensure all rooms are of the same view. That and two global variables containing the device's width and height would ensure all rooms fit to the device screen effectively. This idea would be very effective and useful to developers who are developing games with tons of rooms but for devices with different screen resolutions.

You must be a very advanced programmer. :tongue:

Seriously... KT... just assume that GM:Studio will contain the GM8.1 functions. Except for Windows registry functions (and other Win-specific functions) with can't be used on iOS and Android.

I know you're eager to see Studio. We all are. But there's no need to ask about every last detail at this point.

Bold #1
Thanks. It's been a long duration of enhancing my programming skills. Admittly developers could just change the views in rooms via the room editor but that can take ages. I plan on doing it all in about 8-12 lines of code.

Bold #2
Haha yeh I guess you're right. I just manage to think up the questions people may want to know. I think I've wrapped up all the questions. The only stuff left is about playing MP3s but I'm assuming that it'll be the same way as GM 8.1. So I'll be asking about MP3s in a Novice topic.

Might I point out NOT ALL functions are currently in GM Studio. Here's a few I've noticed that aren't in GM Studio (Unless they get added in)

-sound_add()
-window_get_width/height()
-text_write()

Sound_add an example of the very reason I ask my questions. Sometimes a single function can be something a developer relies on. Now fortunately this one example does have a solution but assume there was a function that prevent a developer from even being able to bring their game to the mobile phones?

Anywho, ciao for now. I need to have a nap
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#171 chance

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Posted 24 January 2012 - 08:18 AM



..I think I've figured out a way to ensure all rooms are of the same view. That and two global variables containing the device's width and height would ensure all rooms fit to the device screen effectively..

You must be a very advanced programmer. :tongue:

Thanks. It's been a long duration of enhancing my programming skills.

Well... so much for my attempt at mocking sarcasm.
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#172 King Tetiro

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Posted 24 January 2012 - 08:24 AM

Note to other GMC users. Don't try sarcasm with me. I was raised with two brothers who used sarcasm alot in their youth. I can easily disable a sarcastic comment :tongue:

But yeh, the code's ready. I will be providing it the moment we have GM Studio along with the Mouse Input Script I created

EDIT: This isn't my question. It's one of my mate's but he doesn't have a GMC account (Dunno why he hasn't. Seriously he's used GM for years. Why wouldn't he have an account?). We were discussing self-publishing games as one of our debates along with Apple and Google Development Licenses

If we self-published our games, would we need to acknowledge YoyoGames as the creator of the game development software?

Edited by King Tetiro, 25 January 2012 - 06:03 PM.

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#173 superx140

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Posted 26 January 2012 - 01:48 AM

Hi. I can't wait for GM studio to come out.

I just have some questions regarding the speed in GM ios games.

I was pretty shocked when i found out that ios games are limmited to 5 texture pages (is this going to change, or?), but I found a way by making more pixelated graphics.

I guess that ios games wont run as fast as GM8.1 games. But I tried to create some tests using gm:HTML5, which I find very very slow.
Please tell me that GM ios games are going ti be faster than that! what should I exspect?

Will gm ios games make use of the mobile OpenGL, or will it be software accelerated?

What will slow down a game?
Will the following cause slow downs=:
- Sprite rotations and scalings
- Sprites with alpha channels
- zooming the view
- lots of objects in a level
- big rooms

And some last questions:
Wil the image_blend (colorblend) work for real in ios or is it just using the fake method?
Wil GM Studio suppor 2dbox physics when it comes out?
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#174 chance

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Posted 26 January 2012 - 12:23 PM

I tried to create some tests using gm:HTML5, which I find very very slow.
Please tell me that GM ios games are going ti be faster than that!

For competent programmers who design their games to suit the platform, both HTML5 and iOS games run at acceptable speeds.
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#175 True Valhalla

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Posted 26 January 2012 - 12:44 PM

...video of NAL ...


...Not a lot to see...


I see what you did there.
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#176 chance

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Posted 26 January 2012 - 12:56 PM

Hi. I can't wait for GM studio to come out.

Speaking of which...YoYo Games is offering free 50% discount coupons for GM:Studio. Read Kirsty's announcement today about the Global Games Jam (GGJ). In it, she says:

Not only that, sign up to our mailing list at the same time to receive 50% off GameMaker Studio when it is released this year!!!


That's a great offer. If you participate in the GGJ and sign up for the YYG mailing list, you can get a coupon worth 50% discount on GM:Studio. Of course, you must actually participate (i.e., show up and contribute) to get the coupon code from the site organizer. :whistle:

But that's a great offer!
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#177 NakedPaulToast

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Posted 26 January 2012 - 01:24 PM

But that's a great offer!


Was thrilled to see YYGs offer the time limited GM:HTML5 and 50% off GM:Studio coupon.

This is the type of promotion that is going to put GM into the hands of creators and get the word out.
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#178 King Tetiro

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Posted 26 January 2012 - 04:38 PM

But that's a great offer!


Was thrilled to see YYGs offer the time limited GM:HTML5 and 50% off GM:Studio coupon.

This is the type of promotion that is going to put GM into the hands of creators and get the word out.


Yeh I was impressed by YYG for doing that offer. That's clever tactics on their behalf.
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#179 The Legend

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Posted 28 January 2012 - 07:01 PM

I looks as if a compatible app shall come with it that allows you to test your projects... Interesting. And even if that ISN'T the case it would be a good idea.
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