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GM Studio - Whishlist


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#1 Mr Game

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Posted 05 March 2012 - 03:21 PM

As you know, GM Studio is still in beta stage, and that means that it doesn't include all of its planed features.
We can use the time until the final GM Studio release to introduce our needs to YYG, hoping that they'll fulfil our demands.

Feel free to post your wishes below, in order to be added by me to this wishlist. Any stupid, impossible or repeated wishes will be simply ignored.

The deleted ones were officially marked as 'NO WAY' or already made real :thumbsup: (or they were just a simple mistake...)

Those with the strikethrough were officially rejected

GM Studio - Wishlist:

-NetPlay support for portable devices
-Access to sensors (gyroscope, proximity sensor, etc.), camera, vibrations, bluetooth and geo position
-OpenGL for 3D functionalities (with shaders)
-Customizable code completion help for user-made scripts
-Better loading screens
-OGG and MP3 sounds playback
-More string functions
-Regular expressions functionality
-Export sprites as GIF animations
-Support native libraries (Android)
-JavaScript support for non-HTML5 runners
- get_dpi(function)
-Get rid of 'YoYo_' at the start of certain functions
-Faster loading and compiling
-Run project files with the runner
-Subtraction and division operations for ds_grid
-Sorting for ds grids
-More built in 3D vector functions
-FileSytem I/O
-Application folder/cache directory for external resources
-Access to the whole SD card
-Saving/Loading
-show_menu(str,def)
-A framecounter underneath the "Show Preview" (in "Edit Sprite")
-Auto prefixing for resources (obj_, spr_, fnt_, etc.)
-Multiple object selection in the room editor
-Better debug (details http://gmc.yoyogames...dpost&p=3944386)
-Sound panning & pitch shifting
-Sound pausing and continuing (+set/get current playing position)
-All string functions zero-indexed
-Bassmod support
-GOTO statement
-Support other OSes (Symbian, BlackBerry, Windows Phone)
-Room editor like that: http://www.youtube.c...h?v=KKtbiTAUpeA
-Notifiactions
-Background app functionality
-Advertisement networks support
-Triggers!
-"Bucket" tool for tiles
-Joystick support
-Sprite and Background group saving
-Shiftable layers (http://gmc.yoyogames...dpost&p=3952997)
- room_enter and room_leave events
- d3d_check - or a variable that returns whether d3d_start() has been init

Edited by Mr Game, 10 June 2012 - 09:05 AM.

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#2 King Tetiro

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Posted 05 March 2012 - 04:51 PM

A working variable_local_exists() would be fantastic as it is can be used as a failsafe for programming. It is in GMS, however it is unknown if it is intended for HTML5/iOS/Android or if it is broken.
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#3 NakedPaulToast

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Posted 05 March 2012 - 04:58 PM

A working variable_local_exists() would be fantastic as it is can be used as a failsafe for programming. It is in GMS, however it is unknown if it is intended for HTML5/iOS/Android or if it is broken.


This has been discussed dozens of times since the release of GM:HTML5.

Checking if a variables exists is simply not necessary, it's slow, it's prohibitive to future compiling.

Instead initialize all variables, which you should be doing anyway. Then check if it still has it's default init value.
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#4 Zesterer

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Posted 05 March 2012 - 05:00 PM

GM really needs a 'speed_in_direction(vx,vy,dir)' where you can input an x/y vector (usually hspeed and vspeed) and a direction(dir) and it will tell you the given vector distance in that particular direction. It's easy to do with trig, but it would be a useful function to have...

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#5 Mr Game

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Posted 05 March 2012 - 05:19 PM

A working variable_local_exists() would be fantastic as it is can be used as a failsafe for programming. It is in GMS, however it is unknown if it is intended for HTML5/iOS/Android or if it is broken.

Added!
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#6 bobhoil

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Posted 05 March 2012 - 05:22 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.

Edited by bobhoil, 05 March 2012 - 05:22 PM.

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#7 Mr Game

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Posted 05 March 2012 - 05:22 PM

GM really needs a 'speed_in_direction(vx,vy,dir)' where you can input an x/y vector (usually hspeed and vspeed) and a direction(dir) and it will tell you the given vector distance in that particular direction. It's easy to do with trig, but it would be a useful function to have...

Zesterer

We are talking about general GM Studio functions, not GML functions (except for those which existed in previous GM versions)

And you can code a 'speed_in_direction(vx,vy,dir)' by yourself or google for that script <_<

EDIT: double post again *facepalm*

Edited by Mr Game, 05 March 2012 - 05:23 PM.

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#8 Erik Leppen

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Posted 05 March 2012 - 05:29 PM

Concerning the variable_ functions, you can use a ds_map with as key the variable name and as value its value. variable_local_get then simply becomes ds_map_find_vale, variable_local_set becomes ds_map_replace, etc. With this you can replicate almost all basic functionality of the variable_ functions. Of course the local variables become a local map, and the global variables become a global map. Arrays become a bit more complicated, maybe you could make a ds_map of which the values are ds_grid indices... (but I always find this kind of scary when I think about the code involved to just read such a thing. But in that case you can simply create an extension to duplicate all those functions to work on maps. Why not start already writing that extension? ;))

About Zesterer's idea, the function dot_product comes very close to what you want.

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.

I'd like code completion help for scripts, similar to what is done for extension functions. The ability to set the number of arguments and their names for scripts, and that a help line is displayed with the currently edited argument in bold (just as with functions).

I'd like the code editor to have a special color for everything deprecated. Since a lot of stuff will be going or changed, it'll be of very big help to users if deprecated functions are specially marked. This will severely reduce the number of "why does this not work, this has always worked before" questions on the forums.

There's so much to wish for. But I hope their top priority is to get a stable working product first :)

With proper error handling :P
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#9 Mr Game

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Posted 05 March 2012 - 05:38 PM

There's a 10% probability that Mark Overmars will see this topic right now
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#10 Zesterer

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Posted 05 March 2012 - 06:04 PM

And you can code a 'speed_in_direction(vx,vy,dir)' by yourself or google for that script <_<


Thats what I just said...
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#11 Mr Game

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Posted 05 March 2012 - 06:10 PM


And you can code a 'speed_in_direction(vx,vy,dir)' by yourself or google for that script <_<


Thats what I just said...


But here we are talking about BUILT-IN functions, not scripts! :angry:
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#12 alexandervrs

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Posted 05 March 2012 - 06:11 PM

Ability to playback OG... *smack*

Well a wish I posted a little while ago is to turn "Web Events" into "Load Events" so they are more useful than just in HTML5.
That way sprite_add() etc. would be threaded and we could use the Load Events to check if the resources are available.
It would be useful for in-game loading screens or threaded loading in the background as you play the game.

Most of other wishes I have though are complex and more suited for GM9 (OGG sound, Shaders, 2D Lighting System, Better Loading Screens, Visual Particle Editor)
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#13 Mike.Dailly

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Posted 05 March 2012 - 06:19 PM

variable_local_exists() is not required anymore. You can now swap creation order so that the object's create event is run BEFORE room creation code, and this means you can now initialise defaults and then override them in the creation code.

You really shouldn't have needed this outside of this case, and you now don't need this anyway.

Maps in Studio have been rewritten, and while a bit faster, aren't great for simple variable lookup, so I'd be careful using them for general variable storage.

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.

We will not be added 3D physics stuff.

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.
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#14 Mr Game

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Posted 05 March 2012 - 06:19 PM

Ability to playback OG... *smack*

Well a wish I posted a little while ago is to turn "Web Events" into "Load Events" so they are more useful than just in HTML5.
That way sprite_add() etc. would be threaded and we could use the Load Events to check if the resources are available.
It would be useful for in-game loading screens or threaded loading in the background as you play the game.

Most of other wishes I have though are complex and more suited for GM9 (OGG sound, Shaders, 2D Lighting System, Better Loading Screens, Visual Particle Editor)


I'll add "Load Events", Bettter loading screens, ogg sound, and shaders, but 2D lighting and visual particle editor are things already achieved by the users.... :mellow:
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#15 alexandervrs

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Posted 05 March 2012 - 06:28 PM

but 2D lighting and visual particle editor are things already achieved by the users....


Yes, I know you can do lighting effects with surfaces, however compiled ls_* functions would be even faster. :)
And also, indeed there are some utilities out there to view and generate particles but it should be really built-in, would be much help to newcomers to get started with particles and very practical for advanced users to preview how things look.

Edited by alexandervrs, 05 March 2012 - 06:30 PM.

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#16 TheSnidr

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Posted 05 March 2012 - 06:29 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.

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.

Edited by TheSnidr, 05 March 2012 - 06:36 PM.

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#17 GameDevDan

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Posted 05 March 2012 - 06:38 PM

As you know, GM Studio is still in beta stage, and that means that it doesn't include all of its planned features.
We can use the time until the final GM Studio release to introduce our needs to YYG, hoping that they'll fulfil our demands.


Tbh, I'm rather hoping that it's just fixed in it's current form so that it is working to a decent standard and released before they go adding other things.

-Access to sensors (accelerometer, gyroscope, proximity sensor, etc.),



That's done isn't it?

-Re-add variable_local_exists()


¬______¬

-Better loading screens


What's wrong with the current loading screen?

Edited by GameDevDan, 05 March 2012 - 06:39 PM.

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#18 alexandervrs

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Posted 05 March 2012 - 06:41 PM

Forgetting the redundant splash_* functions and only keeping the video-related ones. Would it be hard to add video playback in GM:Studio?
I managed to create an extension for HTML5 which puts a video as overlay on top of the game canvas, but can't yet figure out DirectShow on Windows (which I think that was what GM was using to play video).

I have small animated cutscenes in my game and could really be benefited by such an addition.
I am pretty sure iOs and Android have built-in video support and codecs.

Is this a big task to add natively in GM?

Tbh, I'm rather hoping that it's just fixed in it's current form so that it is working to a decent standard and released before they go adding other things.


I agree with this.

What's wrong with the current loading screen?


Needs more control over how it looks, see Stencyl's loading screen editor for example, and ability to turn it off completely. ("Make partially transparent with alpha" is not doing it right)

Edited by alexandervrs, 05 March 2012 - 06:43 PM.

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#19 GameDevDan

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Posted 05 March 2012 - 06:44 PM

Forgetting the redundant splash_* functions and only keeping the video-related ones. Would it be hard to add video playback in GM:Studio?
I managed to create an extension for HTML5 which puts a video as overlay on top of the game canvas, but can't yet figure out DirectShow on Windows (which I think that was what GM was using to play video).

I have small animated cutscenes in my game and could really be benefited by such an addition.
I am pretty sure iOs and Android have built-in video support and codecs.

Is this a big task to add natively in GM?


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.

Needs more control over how it looks, see Stencyl's loading screen editor for example, and ability to turn it off completely. ("Make partially transparent with alpha" is not doing it right)


Meh, again not something that bothers me, but I can see it being a useful addition.

Edited by GameDevDan, 05 March 2012 - 06:45 PM.

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#20 DanRedux

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Posted 05 March 2012 - 06:44 PM

There is something that would increase the performance of almost every complex came.

First, you need to add proper callbacks. Right now, you can only pass in a script that you made (because the ID's are only generated for custom ones). Just generate ID's for the built-in scripts.
Second, allow callback() syntax, it shouldn't be TOO hard.
Finally, provide a script, one for each data structure, that quickly loops the data structure applying the provided callback to it.

With that function, say, ds_grid_walk, you wouldn't have to look it in GML and the speed benefits would be huge. Also, pass in the value at each index, and replace it with the returned value from the function.

To square a list, I should just be able to do this:
ds_list_walk(my_list,sqr)
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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 Samuel Venable

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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.
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#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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#41 Samuel Venable

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Posted 06 March 2012 - 08:41 PM

Was that last one at least a good idea?
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#42 nikurizo

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Posted 06 March 2012 - 08:52 PM

I wish is that gm:studio let declare data type variables and not only doubles... i have a few months learning java and i thing gm needs something like its private methods maybe creating something called object-scripts or a new event... let the users to decide which pre-declared variables wanna use, for example i have a lot of objects in my game that doesn't use image_index, image_alpha, path_index etc... and some thing like constructors.

Sorry if i have a bad English i'm trying to improve it.
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#43 vinicius

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Posted 07 March 2012 - 01:05 AM

Nice ppls! What I want (really need it) is:

1) FTP function to send and receive simple text files or
2) AJAX that works on all platforms especially Android and IOS

Its very important to me because Im using GM to make some business applications. Its possible?
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#44 mazimadu

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Posted 07 March 2012 - 03:13 AM

Nice ppls! What I want (really need it) is:

1) FTP function to send and receive simple text files or
2) AJAX that works on all platforms especially Android and IOS

Its very important to me because Im using GM to make some business applications. Its possible?

Why are you using GM to make business application? You are better of using Titanium Studio. It has all of the functions you listed above. And it's free.
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#45 alexandervrs

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Posted 07 March 2012 - 03:16 AM

1) FTP function to send and receive simple text files or

Maybe could be done using something like cURL but not sure if this can be implemented fully cross-platform (iOs/Android).

2) AJAX that works on all platforms especially Android and IOS

This should be possible to be built-in, there's a couple extensions in the GM:HTML5 forum for now.

Why are you using GM to make business application? You are better of using Titanium Studio. It has all of the functions you listed above. And it's free.

or PhoneGap and PHP :)


A nice little feature I think I have submitted is the ability to vibrate the device for a set amount of time, could be used to intensify the feeling of impact in action games and such.
Also on non-mobile this could map to joysticks as force feedback. :)

Edited by alexandervrs, 07 March 2012 - 03:16 AM.

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#46 mazimadu

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Posted 07 March 2012 - 06:30 AM

A nice little feature I think I have submitted is the ability to vibrate the device for a set amount of time, could be used to intensify the feeling of impact in action games and such.
Also on non-mobile this could map to joysticks as force feedback. :)


Excellent, now we can create really tease moments in our games (think psycho mantis from metal gear)
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#47 NAL

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Posted 07 March 2012 - 09:55 AM

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.

If you don't give the body a density it'll be static.

Not sure if this works in the Object Properties' Physics panel, but you can definitely do it in code. Turn off Uses Physics then add this to the static body's Room Start code:

myfixture = physics_create_fixture();
physics_fixture_set_box_shape(myfixture, [whatever], [whatever] );
physics_bind_fixture(myfixture);

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#48 vinicius

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Posted 07 March 2012 - 11:27 AM


Nice ppls! What I want (really need it) is:

1) FTP function to send and receive simple text files or
2) AJAX that works on all platforms especially Android and IOS

Its very important to me because Im using GM to make some business applications. Its possible?

Why are you using GM to make business application? You are better of using Titanium Studio. It has all of the functions you listed above. And it's free.

Im using GM a long time, and I already used it to create some business application. Its so powerfull create an application tha run on a large number of devices and GM Studio will be able to do this. Thats applications Im talking about are some micro app designed to a especific task and I dont see any problem on creating it in GM. For the yoyo team, create something like theses extension will enhance the power of GM not only for create games but for creating mobile apps too.
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#49 grugin

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Posted 07 March 2012 - 03:39 PM

A menu file called editors, where we can link some personnal exe file. I made a set of adminstration's tools for my project and it can be good to open them directly in GM.
And I think GM lacks in GUI tools or GUI commands.

Edited by grugin, 07 March 2012 - 03:41 PM.

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#50 King Tetiro

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Posted 07 March 2012 - 04:08 PM

Might I suggest a faster loading and compiling time for source files?
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