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Chromo

Member Since 12 Apr 2005
Offline Last Active Jun 09 2012 10:51 PM

Topics I've Started

Issues with Extensions

15 January 2012 - 07:36 AM

EDIT: It seems this is to do with unitialised variables again. See my other post.

Treat unitialised variables as value 0

14 January 2012 - 06:37 PM

I notice that there's no 'treat unitialiased variables as 0' option in the Errors part of the options of GMS.

Is this gone for good? I, er, kinda rely on it a lot.

EDIT: I've noticed some inconsistencies about how this is currently handled, which is making it hard for me to get Stealth Bastard working in the normal Windows mode of GMS.

Firstly, in the original gm81 I've unticked 'Display error messages' since the build I imported was intended for release. Secondly, I've got 'Treat unintialise variables as 0' ticked. Here's what happens.

  • Create new GMX, import from GM81
  • Once import is done, install extension(s)
  • Copy across all relevant dlls/files/folders from gm81 folder
  • Run game... it works perfectly, no problems.
Now, if I tick 'Display error messages', the game complains about unitialised variables and won't run, even if I ignore the errors. It's weird to get different functionality just from changing whether errors are displayed or not.

Also, if I close GMS and reopen the GMX at the point at which it's working perfecty (point 4 above), it will no longer run either.

I'm guessing that reworking the entire project (eep!) to have no uninitialised variables will fix all of these issues, but I'm really hoping you're going to tell me that you're going to implement it! ;) The fact that the game actually runs before I change the error message setting suggests that it is actually working already.

Writing to Files in iOS

13 January 2012 - 12:11 PM

I do a *lot* of writing to and reading from text files during my game, and was curious how this would work on an iOS device. Is it OK to write to the working_directory as in Windows GM? Are sub-folders still supported? I'm curious because I'm not sure what read/write privileges a game gets on an iOS device.

Audio in GMS

13 January 2012 - 11:30 AM

in Stealth Bastard I used GMFMODSimple to play .ogg files for the following reasons:
  • The music tracks are long and needed to be compressed, but the .mp3 playback in GM had a performance hit
  • I wanted to pitch shift some of the sound (although I did a lot less of this than I planned in the end)
  • I was wary of the .mp3 licensing issue

I notice that GMS (and HTML5, I'm guessing?) now supports .ogg playback, and also transcodes the audio to .mp3 and .ogg on compile. So my questions are:
  • Is the performance hit from the original GM gone?
  • Is it best to add the files into the main GMX project directly as .ogg (or .mp3 even)?

Cheers.

Number of GMS Installs

13 January 2012 - 11:08 AM

How many PCs can the GameMaker Studio Alpha be installed on?

Cheers.