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rinkuhero

Member Since 12 Aug 2005
Offline Last Active Oct 02 2015 06:23 PM

Posts I've Made

In Topic: Updates regarding server & licensing situation (Updated 21/09 17:19 BST)

21 September 2015 - 08:27 PM

 

licences (which btw is spelled wrong I believe -- it should be licenses with an s -- http://grammarist.co...icence-license/

Yoyo Games is a UK company. In all varieties of English other than U.S., the noun form is spelled "licence", so for them it is correct.

As for your issue, your best option is to wait for the current issue to be resolved and seeing if your issue has been resolved as well afterward. If not, then you should contact support.

 

 

Not to quibble, but, according to that link, the UK uses license for the noun, and licence for the verb, whereas in the US, license is used for both. Since it's being used as a noun, it'd be license even in the UK, no?


In Topic: Updates regarding server & licensing situation (Updated 21/09 17:19 BST)

21 September 2015 - 07:47 PM

I'm getting this error: "You don't have any valid primary licences for this voucher code. Have you entered an export module voucher code before the GameMaker: Studio voucher code?" -- when trying to use the code for the Android export module.

 

I own GM Studio (bought it first on Steam and imported it to my YoYo account after that became available a few months ago), but it's saying I don't have any valid primary licences (which btw is spelled wrong I believe -- it should be licenses with an s -- http://grammarist.co...icence-license/-- but I digress).

 

So my question is that is this problem related to the server problems of people not being able to get through at all (which was the problem I *was* having previously), e.g. a problem I just need to be patient for, or is this some separate problem that I have to worry about that won't be resolved through patience?


In Topic: Can't get Steam API to work on greenlit game

20 August 2015 - 12:59 PM

are you using the steam version of gm studio, or the stand-alone version? i found that using the steam version of studio sometimes makes your game not work with steam. recently they made it so if you bought the game on steam, you could also download and use the stand-alone version, so i switched to that and things have been a lot easier for me


In Topic: shaders cause the game to take a long time on splash screen (20 seconds)

11 August 2015 - 12:11 PM

i've gotten a reply to this via yoyo, but it wasn't very informative, and my impression was they sort of assumed i was stupid, and didn't really read the report very well, since they asked whether i was using a separate room splash screen when i already stated that i was in the bug report. i use a simple room, that initializes the game and then moves the player to the next room; the delay is entirely before that first room, during the gm studio splash screen. i'm posting their reply here and my reply back to them for reference.

 

Hi there,

So this sounds about right if your shaders are complex as you state, generally the more complex a shader is and how many you have will dictate your run time. Just to check but are you doing all your run time initialisation inside a seperate room/object which happens whilst the splash screen is showing? Generally you would do the initialisation during a splash screen whilst giving useful information like an intro video or a loading bar to show what is happening etc.

We also shouldn't need to see your shaders unless there is an issue with what you are doing or how you are doing something which causes this run time slowdown.

Stewart Bishop
GameMaker QA

"Just to check but are you doing all your run time initialisation inside a seperate room/object which happens whilst the splash screen is showing?"

correct. also, as i mentioned, the game loads instantly when i replace the shaders with pass-through shaders. so nothing else is causing the delay time except that shaders are being compiled each time the game is run, rather than only once, when the application package is created, as one would expect, and as other engines do it. no game that i know of compiles its shaders each time the game's .exe is run, as far as i know. i am not sure why you would need to do that. can't you store the shaders in compiled form?

 


In Topic: Sound file locations randomly change sometimes.

11 August 2015 - 12:09 PM

well, at this point i am unwilling to give a .gmz of my game, because it's a commercial game on steam and many hundreds of megabytes, so it'd be a pain to upload and i don't want my code just floating around the internet (even if it's just the yoyo staff who see it, leaks can occur). so perhaps herbot can do that part.

 

windows 7, the sound files are .ogg and .wav, yes i do use audio groups (each .ogg has its own audio group, all the .wav's are in one big default audio group). no external tools. the problem only occurs when running the game, not when adding or removing files. the problem occurs every single time i run the game. the directory structure i already posted in the other thread on this issue, you can refer to that one, the one i linked to above.