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GM Studio - Whishlist


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#51 alexandervrs

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Posted 09 March 2012 - 10:43 PM

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


Faster compiling might not be possible, however saving of source files should be faster, maybe checking a timestamp for each resource and just saving whatever changed and not everything?

And here's another one. Better deactivation method of outside view instances.
This code:

{
  instance_activate_all();
  instance_deactivate_region(view_xview[0],view_yview[0], view_wview[0],view_hview[0],false,true);
  instance_activate(objSomeoneoutside);
}

sounds a little weird. It worked in GM8.1 kinda okay but looks like a hack.

I mean since I activate ALL instances in the first part of the code, that alone should lag the game or cause performance hiccups...
In GM:Studio deactivation lags the game massively and I posted a bug about this, so actually maybe GM:Studio is going by my logic?

The thing is that the current deactivation mechanism is flawed. It would be extremely useful if it was working right, but it was implemented wrong.

Edited by alexandervrs, 09 March 2012 - 10:44 PM.

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#52 Samuel Venable

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Posted 11 March 2012 - 12:23 AM

actually now that i think of it, embedding activex controls in a gm game is very useful, since the windows media player control would eliminate all issues with using videos with gm, no need for third party codecs. so yeah activex is at the top of my list.

Edited by time-killer-games, 11 March 2012 - 12:24 AM.

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#53 alexandervrs

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Posted 11 March 2012 - 12:34 AM

actually now that i think of it, embedding activex controls in a gm game is very useful, since the windows media player control would eliminate all issues with using videos with gm, no need for third party codecs. so yeah activex is at the top of my list.


Problem with ActiveX is that they're Windows only, and generally YoYoGames will stay away from Windows-only functions when they can -also I believe there's already an extension for ActiveX? A native video solution would have been more preferable as it would work cross-platform.


A thing about solid objects that I recalled. There are unexpected cases where an object might get stuck inside another solid object, especially by using DnD. What if the solid object mechanism was improved and instead of holding the object stuck, it pushed out the overlapping object?

Edited by alexandervrs, 11 March 2012 - 02:37 AM.

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#54 Doogie_Forever

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Posted 12 March 2012 - 07:58 AM

Game Maker needs the following.

- C-style Structures, objects that only hold variables for easier managing of systems.
- Variable pointer, changing another variable via a variable. Hell, if RPG Maker 2000 can do it, I'm sure Game Maker should have the ability to do so.
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#55 Maxinston

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Posted 12 March 2012 - 09:35 AM

How about making PC executables compiled? Also it would be interesting to not include all the functions if they aren't actually used to minimize the size further.
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#56 Cakefish

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Posted 12 March 2012 - 06:44 PM

I'd like to have the import/export resources back from 8.1. Was a very useful feature.

Edited by Cakefish, 12 March 2012 - 06:45 PM.

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#57 Mike.Dailly

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Posted 12 March 2012 - 06:54 PM

import is still there. Just right click on the resource tree section you want to import, then navigate to another .GMX project and import the gmx file you want.

We won't be allowing importing of "parts" of .gm81/.gm8 files, you must convert them first.
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#58 King Tetiro

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Posted 12 March 2012 - 06:57 PM

import is still there. Just right click on the resource tree section you want to import, then navigate to another .GMX project and import the gmx file you want.

We won't be allowing importing of "parts" of .gm81/.gm8 files, you must convert them first.


So it's either importing the whole file, or none of it? Sounds fair.
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#59 Docopoper

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Posted 12 March 2012 - 07:39 PM

Conversion between surfaces and ds_maps. (manual GML is extremely slow)

I have no idea if surfaces are working in studio though because I don't know where to download it. :P But if they aren't - then they would be a wish.

Also - primitives, if you don't have them - I would love them. I am sick of not having them in HTML5.

Edited by Docopoper, 12 March 2012 - 07:40 PM.

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#60 Mike.Dailly

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Posted 12 March 2012 - 10:24 PM


import is still there. Just right click on the resource tree section you want to import, then navigate to another .GMX project and import the gmx file you want.
We won't be allowing importing of "parts" of .gm81/.gm8 files, you must convert them first.


So it's either importing the whole file, or none of it? Sounds fair.


Nope, didn't say that.... Convert it FIRST, then you can import sections of the newly converted GMX file.
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#61 King Tetiro

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Posted 12 March 2012 - 10:29 PM



import is still there. Just right click on the resource tree section you want to import, then navigate to another .GMX project and import the gmx file you want.
We won't be allowing importing of "parts" of .gm81/.gm8 files, you must convert them first.


So it's either importing the whole file, or none of it? Sounds fair.


Nope, didn't say that.... Convert it FIRST, then you can import sections of the newly converted GMX file.


Ah ok I got it wrong. My mistake. That's still pretty good.
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#62 interpolicer

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Posted 12 March 2012 - 11:20 PM

I'd love to be able to do other stuff with the code editor window open. Really. REALLY!

No one in Yoyo finds this particular item aggravating?
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#63 Nocturne

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Posted 12 March 2012 - 11:23 PM

I'd love to be able to do other stuff with the code editor window open. Really. REALLY!

No one in Yoyo finds this particular item aggravating?


Actually, most of us do! Unfortunately, things like that are limited because of the delphi coding. GM9 will be being written from the ground up and will have many such sought after details included.
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#64 Zesterer

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Posted 13 March 2012 - 07:06 AM

Yay! Sounds great, I look forward to it!

:D
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#65 remosewa

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Posted 13 March 2012 - 08:56 PM

Game Maker Studio doesn't use delphi coding right?

Also it would be nice to have an auto indent feature for the code editor.
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#66 NakedPaulToast

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Posted 13 March 2012 - 08:58 PM

Game Maker Studio doesn't use delphi coding right?

Also it would be nice to have an auto indent feature for the code editor.

The exports don't.

But I suspect Studio itself still does.
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#67 FireProof Games

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Posted 13 March 2012 - 09:08 PM

I would like a way to save the game files on the phone, not as a stand-alone program, but as some sort of project in the runner, so you can play the game mobilely without fully creating apks and such.
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#68 YellowAfterlife

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Posted 13 March 2012 - 10:40 PM

Of few things that matter...

Feature: Subtraction and division operations for ds_grid
Description: Subtraction and division functions, probably of names
ds_grid_subtract(id, x, y, val)
ds_grid_subtract_disk(id, xm, ym, r, val)
ds_grid_subtract_region(id, x1, y1, x2, y2, val)
ds_grid_subtract_grid_region(id, source, x1, y1, x2, y2, xpos, ypos)
ds_grid_divide(id, x, y, val)
ds_grid_divide_disk(id, xm, ym, r, val)
ds_grid_divide_region(id, x1, y1, x2, y2, val)
ds_grid_divide_grid_region(id, source, x1, y1, x2, y2, xpos, ypos)
Reason: It makes sense to include all basic operations, with supposedly low time required to add this in.
For example if you want for first grid column to represent a value of second to third column interpolated,
G(i,1) = G(i,2) + ( G(i,3) - G(i,2) ) * p
currently you have to either pre-calculate delta to be able to do that with _add & _multiply, or do calculations cell-by-cell.
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#69 alexandervrs

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Posted 13 March 2012 - 10:56 PM

Of few things that matter...

Feature: Subtraction and division operations for ds_grid
Description: Subtraction and division functions, probably of names

ds_grid_subtract(id, x, y, val)
ds_grid_subtract_disk(id, xm, ym, r, val)
ds_grid_subtract_region(id, x1, y1, x2, y2, val)
ds_grid_subtract_grid_region(id, source, x1, y1, x2, y2, xpos, ypos)
ds_grid_divide(id, x, y, val)
ds_grid_divide_disk(id, xm, ym, r, val)
ds_grid_divide_region(id, x1, y1, x2, y2, val)
ds_grid_divide_grid_region(id, source, x1, y1, x2, y2, xpos, ypos)
Reason: It makes sense to include all basic operations, with supposedly low time required to add this in.
For example if you want for first grid column to represent a value of second to third column interpolated,
G(i,1) = G(i,2) + ( G(i,3) - G(i,2) ) * p
currently you have to either pre-calculate delta to be able to do that with _add & _multiply, or do calculations cell-by-cell.


Yes and also sorting for ds grids would be really helpful for e.g. sorting an item inventory by a specified column.
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#70 Dark91

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Posted 14 March 2012 - 04:07 PM

Gm studio needs Native Extensions to use functions and codes from the various sdk, like adobe air 3.0+.
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#71 ryguydavis

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Posted 15 March 2012 - 01:42 AM

This goes for any future GM developments, including GMS. Drawing functions need a speed boost. It's great that we have to learn to optimize, but when the ceiling always becomes how limited GM's drawing capabilities are, it really puts a leash on what we can do. There are only so many ways to optimize on our end.
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#72 WWAZman

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Posted 15 March 2012 - 07:09 AM

My friend made a quick app for droid that does Morse code with the camera flash.. thinking about it, being able to activate the camera/flash would be kinda cool.. not sure what I'd use it for in a game, but making an app for it with GMS would be fun.
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#73 alexandervrs

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Posted 15 March 2012 - 09:20 AM

My friend made a quick app for droid that does Morse code with the camera flash.. thinking about it, being able to activate the camera/flash would be kinda cool.. not sure what I'd use it for in a game, but making an app for it with GMS would be fun.


Camera input would be nice generally. Still not available in HTML5, but is bound to.
You could do things like motion controlled games, using a photo in the game (e.g. player avatar, background, sprite) or other interesting things with the phone camera, like the one I saw in a mobile Final Fantasy game which used the dominant color information from the camera to create specific items.
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#74 TheSnidr

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Posted 15 March 2012 - 07:48 PM

I wish there were more built in 3D vector functions than dot_product_3d and point_distance_3d. Also, it'd be great if there was a better method for passing vectors to a script and back - right now it has to be done either in three separate variables or in a list.
With a good method for passing vectors, functions like cross_product, orthogonalize, rotate_vector, normalize, and regular (non-normalized) dot product could be built in. Of course, the last one can be built in anyways.
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#75 remosewa

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Posted 21 March 2012 - 05:20 AM

Anyone else want an auto save feature or some kind of backup feature? That would be nice I think
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#76 TheSnidr

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Posted 21 March 2012 - 07:19 AM

Anyone else want an auto save feature or some kind of backup feature? That would be nice I think

Auto save would be horrible, but there already is a backup feature. You can make game maker save as many backups as you like in Preferences
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#77 NeParij

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Posted 21 March 2012 - 09:33 AM

Our wish list:
1) FileSytem I/O
1) a) Application folder/cache directory for external resources
b) file_text_*; file_bin_*;
c) Access for non-application directories (for example to load some photo from phone's camera directory etc)

2) SoundManager
2) a) Manage sounds by groups (for example: sound_set_group(ind,group_id); sound_group_set_volume(group_id,vol); sound_group_stop(group_id); but this is relly to made by scripts)
b) sound_get_playing_position(ind); sound_play_from(ind,msec); (It's unreally to play sound by sound without delays - I made a script that play sound by sound with delay 20 to -20 msecs with room_speed==10; it's based on fps value and sound duration in msec. But this doesn't solve this full... )
c) module_play(ind); maybe some more formats of audio? Maybe tracker music support: an mod/xm files. This files is smaller than wavs/mp3s/oggs. A lot of Trackers/Players are opensource for many platforms (Windows, Linux distros, MacOSX, iOS, Android etc) and languages, even for javascript (really surprised)

3) draw_vertex_texure();

4) You know it: OpenGL drawing functions.

5) Saving/Loading: save_state(fname); load_state(fname); functions.

Edited by NeParij, 21 March 2012 - 09:37 AM.

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Really, sorry4my English.

#78 Samuel Venable

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Posted 21 March 2012 - 11:39 AM

gm studio should have a better backup system, for example, a built in decompiler for exe, but only the person who makes the game can decompile it because of the registry. like, it can only be edited if an activex control is installed with a unique, randomly generated classid. if that classid isnt read by the registry, no one will be able to decompile it but the person who made it, because they are the only one with that classid installed.

Edited by time-killer-games, 21 March 2012 - 11:46 AM.

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#79 Mike.Dailly

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Posted 21 March 2012 - 11:48 AM

It will not be possible to decompile "final" games from Studio. (HTML5 aside)
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#80 Samuel Venable

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Posted 21 March 2012 - 11:51 AM

not for any format than exe obviously... or do you mean for that as well?
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#81 NeParij

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Posted 21 March 2012 - 12:44 PM

And one another:
date_get_time doesn't return milliseconds (Android, don't know about other runners).
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Really, sorry4my English.

#82 Nocturne

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Posted 21 March 2012 - 01:07 PM


Anyone else want an auto save feature or some kind of backup feature? That would be nice I think

Auto save would be horrible, but there already is a backup feature. You can make game maker save as many backups as you like in Preferences


GM:Studio has source control integration, so that means that backups are no longer necessary... Of course you will need to learn about Source Control, but we have set up a wiki to help : http://wiki.yoyogame...ameMaker:Studio
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#83 Mike.Dailly

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Posted 21 March 2012 - 02:59 PM

not for any format than exe obviously... or do you mean for that as well?

None of the formats will be decompileable. We will be pre-compiling them and removing the actual script source, so unless you do a VirtualMachine ASM -> GML, you're out of luck - and even then all comments/layout names would be gone.
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#84 NeParij

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Posted 22 March 2012 - 07:37 AM

Ability to disable a runner menu ("Settings|Exit")
And the show_menu(str,def) function can be very important

And it's great that YoYo reject a functions interpret method and start to use compilers, in fine. Congrats!

Edited by NeParij, 22 March 2012 - 07:45 AM.

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Really, sorry4my English.

#85 Mr Game

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Posted 24 March 2012 - 01:36 PM

Ability to disable a runner menu ("Settings|Exit")
And the show_menu(str,def) function can be very important

And it's great that YoYo reject a functions interpret method and start to use compilers, in fine. Congrats!


The runner menu is only for debug (green play button). When you export to a standalone APK the runner isn't used.

And I'm happy too about compiling instead of interpreting. If YoYo will keep on optimizing Game Maker, soon you will be able to make games like COD: Modern Warfare 3!
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#86 daz

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Posted 25 March 2012 - 04:35 PM

Just thought of something. I know you can't lock an orientation right now, but I'd like an option to allow orientation changes but disable the scaling.
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#87 Mike.Dailly

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Posted 25 March 2012 - 07:33 PM

If the display doesn't match the screen, it'll get scaled to fit, if we scaled to aspect ratio on mobile it would require surface copy/draw, and that would slow things down on devices which can already be slow.
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#88 Exe_Mas

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Posted 25 March 2012 - 07:33 PM

My only wish is the screen resolution bug on android to get fixed soon :(, I have some graphics glitchs with tiles now. Anybody have them too?

Edited by Exe_Mas, 25 March 2012 - 07:48 PM.

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#89 Mr Game

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Posted 26 March 2012 - 04:12 PM

My only wish is the screen resolution bug on android to get fixed soon :(, I have some graphics glitchs with tiles now. Anybody have them too?

I have! :verymad:
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#90 kloust

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Posted 26 March 2012 - 10:13 PM

Support for 3D arrays!

Edited by kloust, 26 March 2012 - 10:14 PM.

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#91 Mr Game

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Posted 07 April 2012 - 11:13 AM

Can OP please edit the topic title. Everytime I see 'Whishlist' I want to punch something really hard.

Sorry, man. Lately I have some problems with my keyboard. I need more training... :confused:
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#92 Mr Game

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Posted 07 April 2012 - 11:17 AM

My only wish is the screen resolution bug on android to get fixed soon :(, I have some graphics glitchs with tiles now. Anybody have them too?

This bug is now fixed! (Haaallelujah!)

Edit: another double post *facepalm*

Edited by Mr Game, 07 April 2012 - 11:20 AM.

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#93 TerraFriedSheep

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Posted 07 April 2012 - 11:29 AM

Can OP please edit the topic title. Everytime I see 'Whishlist' I want to punch something really hard.


Agreed, the productivity of the GMC is going to be severely hampered if we all start breaking our hands punching walls. This topic appears on the second page of the google search "whishlist", which is embarrassing :yes:
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#94 mrsmes

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Posted 08 April 2012 - 03:32 AM

3d mode and 3d room editor and 3d physics and 3d model editor.
Please i am really wanting those features so i can make my own 3d games like pacman with 4 characters and 8 monsters and 4 unlockable characters and power ups.
3d particles, and database creating made easy.

Edited by mrsmes, 08 April 2012 - 09:20 AM.

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Assuming I helped you out in a questions and answers topic won't you return the favour by helping me with one my coding problems, or recommend some one who can chat to me over pms about helping and how to overcome my obstacles, after all lets just say I did help you or them or many people with similar problems, in that topic.

Here i have a topic for those of you struggling with type writer text and mugshots in your games especially if it is a rpg see the link below for more info

http://gmc.yoyogames...howtopic=619103

almost no code needed, only uses two events.

click here for the l8est version of feed the alien pizza, it has some major polished up features.


#95 Mr Game

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Posted 08 April 2012 - 10:09 AM


Can OP please edit the topic title. Everytime I see 'Whishlist' I want to punch something really hard.


Agreed, the productivity of the GMC is going to be severely hampered if we all start breaking our hands punching walls. This topic appears on the second page of the google search "whishlist", which is embarrassing :yes:

Personally I think that's kinda おもしろい
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#96 InCreator[EST]

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Posted 09 April 2012 - 06:28 AM

Webaudio API or basically any workaround that makes sound work correctly in HTML5.
Current can-play-single-sound-at-a-time is pretty awful and has no place in video games.
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#97 Rhodox

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Posted 09 April 2012 - 07:40 AM

Better sound control
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#98 mrsmes

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Posted 10 April 2012 - 01:50 AM

sound effects editor.
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Assuming I helped you out in a questions and answers topic won't you return the favour by helping me with one my coding problems, or recommend some one who can chat to me over pms about helping and how to overcome my obstacles, after all lets just say I did help you or them or many people with similar problems, in that topic.

Here i have a topic for those of you struggling with type writer text and mugshots in your games especially if it is a rpg see the link below for more info

http://gmc.yoyogames...howtopic=619103

almost no code needed, only uses two events.

click here for the l8est version of feed the alien pizza, it has some major polished up features.


#99 Qual

Qual

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Posted 10 April 2012 - 12:36 PM

personnalisables listview, gridview, checkbox, radio. ::lmao::

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#100 giga970

giga970

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Posted 13 April 2012 - 08:28 AM

One of the best improvements YoYo made with GM8 was the improved code editor. I love it. However, there are still a few improvements I think could be made, although it's well on it's way. We already have auto-complete, which is awesome. I'd like to see some features added to the code editor and GM in general (much is inspired by Eclipse.)
  • When you type in a bracket and hit enter, the next line is auto-indented, and a new closing bracket is added to the line after that. (we already have auto-indent, technically, why not add the bracket?)
  • Being able to check code in the events of objects for compiler errors in one click. Much like you can in one click with scripts, except, for code inside objects.
  • If you use auto complete (Control-Space) to finish a function (or a script) parentheses should be added, along with commas.
  • Along with my previous bullet, function argument help should be more visible, not hidden in the bottom of the editor. (Follow your cursor as you type, or add the variables between the parentheses and let you tab to them.)

Sure, Game Maker's code editor is fine without these fancy tricks. However, they certainly make programming faster, and one is less likely to make a typo. I suppose Eclipse has spoiled me a little.

Edited by giga970, 13 April 2012 - 08:28 AM.

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