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#21 alexandervrs

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Posted 05 March 2012 - 06:50 PM

I probably wouldn't use this as I find animating a cutscene in GM with objects easier than using an animation program, but it's definitely a good idea for a feature. I'm sure I've seen several apps (on iOS at least) playing videos.


I animate mine in Anime Studio because I use its skeletal system, it can export as video but also image sequences however the filesize and memory usage would "explode" if I added them as images and played a background sound. xD
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#22 Mike.Dailly

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Posted 06 March 2012 - 05:55 AM


If you think you need variable_local_exists() for another reason, I'd be interested to hear about it.... but I reserve the right to mock you and call you Susan.

I'm using it to keep track of what models are initialized in GM OGRE, the 3D graphics dll. Instead of saving models to variables, they're saved to strings. For example:
radius=32
hrep=2
vrep=1
str="sphere" + string(radius) + "," + string(hrep) + "," + string(vrep)
if !variable_global_exists(str)
{
    variable_global_set(str,1)
    create_sphere(str,other stuff)
}
use_model(str)
Of course, my point will be invalid in case you've decided to never support OGRE again, in which case I'd really like to request you add shader support and possibility for some nice effects in 3D.

The variable_global_exists is not stricly necessary here either though... but it makes finding what models are already initialized much easier, to prevent making the same model twice.


Okay, that's just a really bad way of doing it.... You MUCH better just storing a default value in the string and checking for tht, OR store another bool along side and checking that, OR store it in a map, and checking that..... So loads of ways, none of which require variable exists....
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#23 Mr Game

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Posted 06 March 2012 - 01:29 PM

Maybe along with the 3d a 3d based physics library would be nice. Would allow for me to make some sweet games I would think.

This was already achieved by users with GMnewton extension.
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#24 alexandervrs

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Posted 06 March 2012 - 01:39 PM

Oh here's another. More string functions like

string_trim Strip characters (like whitespace) from the beginning and end of a string
string_ltrim Strip characters (like whitespace) from the beginning of a string
string_rtrim Strip characters (like whitespace) from the end of a string
string_explode Split a string by string
string_implode Join array elements with a string
string_md5 Calculate the md5 hash of a string
string_encrypt Encrypt string using a key
string_decrypt Decrypt string using a key


And regular expression functionality like

regexp_match Perform a regular expression match
regexp_replace Perform a regular expression search and replace
regexp_split Split string by a regular expression


Edited by alexandervrs, 06 March 2012 - 01:41 PM.

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#25 Mr Game

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Posted 06 March 2012 - 01:43 PM

If you think you need variable_local_exists() for another reason, I'd be interested to hear about it.... but I reserve the right to mock you and call you Susan.

variable_local_exists() is surely needed for simpler port form GM8+ to GMS, it's simpler, and it's very useful
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#26 Nocturne

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Posted 06 March 2012 - 01:45 PM

What I like to have is a list of incompatibilities between Windows, HTML5 and the other systems. A simple checklist of things to keep in mind when creating one codebase for a game meant for different distributions. For example, do the ini functions work in Html5, what about surfaces, what about blend modes, what about zwriteenable in d3d, etc.

With proper error handling :P


This is being worked on and hopefully we can have a list of functions and compatabilities as well as have each function marked in the manual as being compatible or not with each target device.

(this is being worked on too!)


Oh, and most of what's being discussed in this topic should really be in the Expert topic that we have for what we'd like to see in GameMaker as most of this is impossible to implement without a complete re-write... and that won't happen until GM9.
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#27 alexandervrs

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Posted 06 March 2012 - 01:49 PM

variable_local_exists() is surely needed for simpler port form GM8+ to GMS, it's simpler, and it's very useful


But it also hinders progressing forward. If you know what you're doing, porting from GM8 to GMS will generally be pretty easy.
I managed to port my project from GM8 to Studio in a couple hours and also working on my Android phone. My secret? I never used "Treat Uninitialized variables as zero". :)

...as most of this is impossible to implement without a complete re-write... and that won't happen until GM9.

It's my ideas, aren't they? :P

Edited by alexandervrs, 06 March 2012 - 01:51 PM.

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#28 Mr Game

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Posted 06 March 2012 - 01:54 PM

OpenGL is already used for rendering 3D..... how else did you think we'd do it?!?!

Look up the YoYo_???? functions for access to accelerometer functions, and other things for that matter.

I thought you use Direct3D, and GM Studio doesn't have 3d functions... I think....

And I don't see any accelerometer functions, even if I updated my GM Studio just 5 minutes ago!

But the skin is definitely better!

EDIT: Physics functions are f***ing awesome!

Edited by Mr Game, 06 March 2012 - 02:00 PM.

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#29 alexandervrs

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Posted 06 March 2012 - 01:58 PM

And I don't see any accelerometer functions, even if I updated my GM Studio just 5 minutes ago!


Use YoYo_GetTiltX() for horizontal tilt and YoYo_GetTiltY() for vertical tilt. Not sure what YoYo_GetTiltZ() does (Checks if the phone is falling? xD).
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#30 Mr Game

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Posted 06 March 2012 - 02:09 PM

And I don't see any accelerometer functions, even if I updated my GM Studio just 5 minutes ago!


Use YoYo_GetTiltX() for horizontal tilt and YoYo_GetTiltY() for vertical tilt. Not sure what YoYo_GetTiltZ() does (Checks if the phone is falling? xD).

It works! Thanks man! It'll be fun if you use this together with physics functions!

About YoYo_GetTiltZ().... you're right, that's for it! :D

EDIT: Is YoYo_GetPictureSprite() used for get image from the camera?

Edited by Mr Game, 06 March 2012 - 02:17 PM.

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#31 GameDevDan

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Posted 06 March 2012 - 02:26 PM

Use YoYo_GetTiltX() for horizontal tilt and YoYo_GetTiltY() for vertical tilt. Not sure what YoYo_GetTiltZ() does (Checks if the phone is falling? xD).


We live in a 3 dimensional world, So i'd imagine it works something like this: http://i118.photobuc...ks/Titlsios.png :P
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#32 alexandervrs

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Posted 06 March 2012 - 02:47 PM

We live in a 3 dimensional world, So i'd imagine it works something like this: http://i118.photobuc...ks/Titlsios.png :P


I used Tilt X and Y, and the registration point is the center of the device, not the bottom. xD

Edited by alexandervrs, 06 March 2012 - 02:47 PM.

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#33 Pizzastron

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Posted 06 March 2012 - 05:40 PM

I don't know whether this is a valid wish or not, but I would LOVE to be able to use simple multiplayer functions or even actions... Simpler networking than having to mess with 39dll, 39js and others... Could such features be considered ? And if not, please explain why... Don't you all feel like GM could be a killer dev tool if it allowed easy multiplayer handling ?

I'm waiting eager for your replies. Thank you.
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#34 Mike.Dailly

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Posted 06 March 2012 - 06:23 PM


OpenGL is already used for rendering 3D..... how else did you think we'd do it?!?!

Look up the YoYo_???? functions for access to accelerometer functions, and other things for that matter.

I thought you use Direct3D, and GM Studio doesn't have 3d functions... I think....

And I don't see any accelerometer functions, even if I updated my GM Studio just 5 minutes ago!

But the skin is definitely better!

EDIT: Physics functions are f***ing awesome!

Ah.....apologies, I thought you were talking about iOS/Android. Windows C++ version is actually DX9, rath than DX8, so it has been improved. GM9 may exchange this, and we "may" use OpenGL, but we haven't decided yet..

Physics will change everything in GM... It's amazingly Cool. :)
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#35 mazimadu

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Posted 06 March 2012 - 06:44 PM

Personally, I would like some support/examples on using Native code libraries with android. This is similar to using DLL's since I could use it to access hardware specific functions (such as bluetooth, Asus Transformer Hardware or ArduinoUSB control). I'm sure you guys would get to that eventually since GM4MAC has some library support.

On the topic of variable_local_exist(), I use it all the time to check if variables have been overwritten when I modify an objects creation code in the room editor. As you mentioned above, the room editor has been modified. Do the changes affect my methods?

Also

I animate mine in Anime Studio because I use its skeletal system, it can export as video but also image sequences however the filesize and memory usage would "explode" if I added them as images and played a background sound. xD


I use flash to animate (cutscenes and sprites), export cutscenes as swf and use Flash.dll (which has some nifty functions on movie playing, resizing and keyboard control). With flash going the way of the dodo, I guess CSS3 with webkit would be the next step?

Edited by mazimadu, 06 March 2012 - 06:53 PM.

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#36 King Tetiro

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Posted 06 March 2012 - 07:00 PM

I program all cutscenes by hand. Because I'm just that badass
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#37 time-killer-games

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Posted 06 March 2012 - 07:06 PM

My wish list:

*HTML4 export, so games can be played on the Nintendo wii and 3DS via the opera browser, not to mention PSP and many other canvas unsupported platforms.

*Internal 3D editor that mimics Blender, but can export/import only obj, x, and (gmmod) d3d formatted models.

*Internal audio/music editor, since GM currently requires a 3rd party editor. YYG have been focusing very little on sound manipulation.

*enable activex OCX and DLL components to be embedded in the GM game window thru new GML functions (for windows compatability only)

*JS extensions that also work with the all GM runner plaatforms (not just HTML5/HTML4, but Mac, Windows Delphi, windows C++, iOS, and android as well) this shouldn't be very hard to implement, since all of these platforms support JavaScript in their native applications.

And that's pretty much it.

#38 alexandervrs

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Posted 06 March 2012 - 07:31 PM

I use flash to animate (cutscenes and sprites), export cutscenes as swf and use Flash.dll (which has some nifty functions on movie playing, resizing and keyboard control). With flash going the way of the dodo, I guess CSS3 with webkit would be the next step?

Problem with this, is that if the user doesn't have Flash installed he won't see anything, plus on Windows 8, I think ActiveX will be a little more restricted.
And still arises the issue that the video won't be available in any future platforms. Remember that most stuff YoYoGames includes in GM are cross-platform or usually mapped to something.

I program all cutscenes by hand. Because I'm just that badass

We're talking about video cutscenes Mr Bad@$$ programmer :P

HTML4 export, so games can be played on the Nintendo wii and 3DS via the opera browser, not to mention PSP and many other canvas unsupported platforms.

That would be a LOAD of work and hacks in order to make them work with HTML, CSS and JS, plus the performance would suck big time on these devices as their Javascript engines are not really fast and their browser view is not hardware accelerated like the HTML5 canvas is.

JS extensions that also work with the all GM runner plaatforms (not just HTML5/HTML4, but Mac, Windows Delphi, windows C++, iOS, and android as well) this shouldn't be very hard to implement, since all of these platforms support JavaScript in their native applications.

It's a platform/OS limitation. HTML uses JS, Windows desktop games use DLLs, Mac desktop games use DyLibs and so on. Usually future cross-platform GEX extensions will have the same functionality inside specific platform's library format, it's up to the extension developer to take care of that though.

I don't know whether this is a valid wish or not, but I would LOVE to be able to use simple multiplayer functions or even actions... Simpler networking than having to mess with 39dll, 39js and others... Could such features be considered ? And if not, please explain why... Don't you all feel like GM could be a killer dev tool if it allowed easy multiplayer handling ?

Yes, I am interested in multiplayer as well. Especially across different platforms.
Was looking what library Unity uses, it's RakNet but the license looks kinda disheartening. x_x

Edited by alexandervrs, 06 March 2012 - 07:35 PM.

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#39 daz

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Posted 06 March 2012 - 07:50 PM

Static physics bodies would be wonderful... I don't see how you can make much of a game without them. Maybe there's some trick to do it now, but I couldn't think of anything.
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#40 mazimadu

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Posted 06 March 2012 - 08:28 PM

Problem with this, is that if the user doesn't have Flash installed he won't see anything, plus on Windows 8, I think ActiveX will be a little more restricted.

Usually, most windows PC have flash 6 or 7 installed by default. So I just export to flash 6 and not use filters, video and the like.
Has been working for me so far.


@time-killer-games

[TROLL MODE ENABLED]

*HTML4 export, so games can be played on the Nintendo wii and 3DS via the opera browser, not to mention PSP and many other canvas unsupported platforms.

Redundant: HTML4 Has no Canvas element and the DS series have the worst processors for this sort of thing (cant even run flash). Besides, if you want to make games for nintendo, make games for nintendo (I think one guy tried this).

*Internal 3D editor that mimics Blender, but can export/import only obj, x, and (gmmod) d3d formatted models.

Redundant: There will be no 3d editors in GM. If you really want to use 3d, try unity.

*enable activex OCX and DLL components to be embedded in the GM game window thru new GML functions (for windows compatability only)

Redundant: I heared Microsoft will be doing away with activeX. Besides, most of us never really liked it(security issues et al) and there is an windows only solution (called GM8)

*JS extensions that also work with the all GM runner plaatforms (not just HTML5/HTML4, but Mac, Windows Delphi, windows C++, iOS, and android as well) this shouldn't be very hard to implement, since all of these platforms support JavaScript in their native applications.

Redunda.... Ok that sounds kind of cool. I use Titanium studio and that is how we create modules.



And that's pretty much it.

[TROLL MODE DISABLED]

Edited by mazimadu, 06 March 2012 - 08:34 PM.

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