Once again Mike.Dailly thank you so much.
Definitely answered my questions perfectly! I also just realized who you are, and might I just say, I'm quite a fan of Lemmings. It's one of the inspirations of my current project (however small it may be, Lemmings played a part in my design thought process). Just think if Lemmings were left to their own devices to learn, grow, and evolve! Anyway, enough of my gushing and ramblings.
I really appreciate all your input, and greatly appreciate the time you've spared to help me out.
As for the bug report, certainly will report next time I mess with GM 8.1x.
Edited for grammar errors.
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Jellobrains
Member Since 11 Aug 2011Offline Last Active Aug 14 2011 07:39 PM
About Me
I'm a high functioning autistic with Asperger's syndrome. Sometimes I say odd things, sorry.
I found Gamemaker sometime in the late 90's when a friend of my mother's visited us from England, and told me about how his Uni. professor went on and on about how creativity will outweigh skill in the near future. This revolutionary new idea that he kept mentioning grabbed the attention of a young gamer. My mother's friend from the UK, Ian Wright introduced me to what was dubbed as "The Game Maker". From then on out, I've been interested in game design, development, and most of all, the satisfaction of saying "I made that".
From then on out, I joined the GMC some time not too long after 2005 as Jello*something can't remember* and fell out around 2007 when I went to college for "Game Design". 75,000 USD and four years later, I found out I had been hoodwinked. College doesn't count for the often required 4-8 years real world experience and a published title to your name. Fresh out of college and I'm working at GameStop. Oh well, at least the college was "free".
Other than that I'm a semi-productive member of society.
I have a day-job co-managing a local computer software emporium (GameStop).
I've been with Gamemaker since practically elementary school, and have learned all the ins' and outs' of the program over a long and stressful relationship with it. I wouldn't trade my experience with Gamemaker for anything. Except maybe a job in my chosen profession, but that's where indie games come from right? Unable to get that dream job, so go on and make a name for yourself. Become the self-made man or woman that you are, and embrace the freedoms that complete content control gives you. Hence, from the moment that I thought of that last line, Jelly Logic Productions was born. (Aprox: March 16th, 2011)
I see the future of games and other electronic software mediums being completely open-source, and totally free. That's not to say I'm a pirate that just doesn't want to pay for the technology that I use, but I see beyond the big picture. I see a world that an old friend couldn't stop talking about (RIP Ian), a world where imagination and creativity are the most valuable commodities in existence.
Call me a dreamer, call me clueless, just don't call me wrong. I still have hope for a perfect world where everyone can make their creations come to life, and a world where nobody can tell you that you are not intelligent enough, or good enough.
Gamemaker may not be an answer to that perfect world I wish to live in, but it is a current day solution.
So there you go. You know a bit about me, who I am, what I think, and what drives me.
I found Gamemaker sometime in the late 90's when a friend of my mother's visited us from England, and told me about how his Uni. professor went on and on about how creativity will outweigh skill in the near future. This revolutionary new idea that he kept mentioning grabbed the attention of a young gamer. My mother's friend from the UK, Ian Wright introduced me to what was dubbed as "The Game Maker". From then on out, I've been interested in game design, development, and most of all, the satisfaction of saying "I made that".
From then on out, I joined the GMC some time not too long after 2005 as Jello*something can't remember* and fell out around 2007 when I went to college for "Game Design". 75,000 USD and four years later, I found out I had been hoodwinked. College doesn't count for the often required 4-8 years real world experience and a published title to your name. Fresh out of college and I'm working at GameStop. Oh well, at least the college was "free".
Other than that I'm a semi-productive member of society.
I have a day-job co-managing a local computer software emporium (GameStop).
I've been with Gamemaker since practically elementary school, and have learned all the ins' and outs' of the program over a long and stressful relationship with it. I wouldn't trade my experience with Gamemaker for anything. Except maybe a job in my chosen profession, but that's where indie games come from right? Unable to get that dream job, so go on and make a name for yourself. Become the self-made man or woman that you are, and embrace the freedoms that complete content control gives you. Hence, from the moment that I thought of that last line, Jelly Logic Productions was born. (Aprox: March 16th, 2011)
I see the future of games and other electronic software mediums being completely open-source, and totally free. That's not to say I'm a pirate that just doesn't want to pay for the technology that I use, but I see beyond the big picture. I see a world that an old friend couldn't stop talking about (RIP Ian), a world where imagination and creativity are the most valuable commodities in existence.
Call me a dreamer, call me clueless, just don't call me wrong. I still have hope for a perfect world where everyone can make their creations come to life, and a world where nobody can tell you that you are not intelligent enough, or good enough.
Gamemaker may not be an answer to that perfect world I wish to live in, but it is a current day solution.
So there you go. You know a bit about me, who I am, what I think, and what drives me.
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In Topic: Simple Distribution Question
11 August 2011 - 01:34 PM
In Topic: Simple Distribution Question
11 August 2011 - 12:38 PM
Chance,
I see. Well I have no interest in legal loopholes. I also doubt YYG have any concern over this, just better to be safe than sorry down the road.
Mike.Dailly,
Thank you for a wonderful insight. As mentioned I'm not making a "game making" program, but a heavily modifiable engine for a full game that has a premise on customization and evolving AI/Digital DNA and Biochemistry.
I will also most certainly include Game Maker and Yoyo Games in the credits, along with Mark Overmars and any others who deserve credit for their help and assets.
This is most definately the wrong place to ask, but apposed to opening a new topic, I'll just go ahead and question you about the recompiling over and over part of your post. What if I instead of having a execute_file() in step, I were to use it once in the first room, applying it with() an object (A constant non-constant object and game controller) only once per script, and never again. Instead of running scripts though steps, create new objects through object_add(), and fill in the code through object_event_add(). The object is only ever added once, and the code added directly to it there after, allowing addition of instances that never draw from file. This is how the game currently works, just so we are clear. In fact, once all code is loaded, and assets (media) ported to memory as needed, the script files in theory could be removed from the data directory of the game. (Tested this.) I've noticed no difference in speed between using the object_add() and ect. between from the editor, or from file.
Also wondering what would happen to the adding of assets, or objects after exportation in the future 8.x versions. I'm still using 8.0 out of preference so I've not really seen what 8.1 has to offer yet beyond finding some of my dlls don't quite work well with it.
Thank you both for responding.
I see. Well I have no interest in legal loopholes. I also doubt YYG have any concern over this, just better to be safe than sorry down the road.
Mike.Dailly,
Thank you for a wonderful insight. As mentioned I'm not making a "game making" program, but a heavily modifiable engine for a full game that has a premise on customization and evolving AI/Digital DNA and Biochemistry.
I will also most certainly include Game Maker and Yoyo Games in the credits, along with Mark Overmars and any others who deserve credit for their help and assets.
This is most definately the wrong place to ask, but apposed to opening a new topic, I'll just go ahead and question you about the recompiling over and over part of your post. What if I instead of having a execute_file() in step, I were to use it once in the first room, applying it with() an object (A constant non-constant object and game controller) only once per script, and never again. Instead of running scripts though steps, create new objects through object_add(), and fill in the code through object_event_add(). The object is only ever added once, and the code added directly to it there after, allowing addition of instances that never draw from file. This is how the game currently works, just so we are clear. In fact, once all code is loaded, and assets (media) ported to memory as needed, the script files in theory could be removed from the data directory of the game. (Tested this.) I've noticed no difference in speed between using the object_add() and ect. between from the editor, or from file.
Also wondering what would happen to the adding of assets, or objects after exportation in the future 8.x versions. I'm still using 8.0 out of preference so I've not really seen what 8.1 has to offer yet beyond finding some of my dlls don't quite work well with it.
Thank you both for responding.
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