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icuurd12b42

Member Since 26 Oct 2006
Offline Last Active Today, 01:28 AM

Posts I've Made

In Topic: Extremephysics - 2d Physics Engine For Game Maker

Yesterday, 04:47 AM

Noob question: Is ExtremePhysics compatible with Gamemaker: Studio

 

Studio already has physics. best you use it for multi-platform support


In Topic: Introduce Yourself!

Yesterday, 04:45 AM

Welcome all!


In Topic: Top Down Graphics and Logo design

Yesterday, 04:35 AM

The guy has not been on for 2 years lad. watch the dates on those topics


In Topic: GM Studio - Whishlist

23 May 2013 - 03:52 PM

 

I'd like a preference or menu option to kill the compile window in GM when the game is ended.  The compile info is unimportant 95% of the time.  If not such a preference at least have the room editor window (and maybe object editor window) overlap it, because it's using up much needed screen real estate when editing rooms.  I'm sick of having to kill the window every time I finish testing a game.  It's wasting my time.  Since there's already a way to bring the window back, having an option that kills it until you click the menu option to bring it back, and only shows it during loading won't cause any harm.


Thats not true, the compile window IS useful, its shows not only debug messages but compile errors.

It only gets annoying if you are on a low resolution monitor, else, I do not see any problems with it..

 

 

At a minimum, I would like that window restored when the compile starts if it's been minimized and you hit compile niting seems to happen because the window in minimised and under other ui windows.

 

Also I would like the red error regarding, I forget the exact wording, "Cant find object" to be traceable to the root of the problem when you click it. Yesterday. It tells me It cant find an object (which I had deleted) referenced somewhere not specified in the error)... a Search in script found nothing. I finally  had to create 2 objects that did nothing to fix the error. No doubt the objects are referenced somewhere in a deprecated object I have yet to remove from my game. I just cant find where (using the search in scrip option)


In Topic: GM Studio - Whishlist

22 May 2013 - 05:22 PM

 

Theres no point in adding a feature only 3 people would "actually" use - once. You can do it, but have to do it in steps.

 

Import gm81, save.

open other project

import existing resources for each resource type.

done.

 

As long as you CAN do it... then it's fine - for one off time you really need it.

 

After reading this, I immediately checked my calendar just in case time has somehow warped and it was April 1st.

 

But, since that post wasn't an April Fools joke, I'll just have to try to get you to change your mind.

 

1. 3 people? Multiply that by the total amount of GM users divided by 3. So...everyone. Then take away just a few, for good measure if you want. I don't know where you are getting this '3' character from.

 

2. Who says you only do it once? I would use this feature so much, and I know for a fact I'm not the only one. Being able to create 'modules', and then being able to import these modules QUICKLY and EFFICIENTLY into all your new game projects, would be incredibly handy. I obviously miss this much more than I would if I only used it 'once'.

 

Being able to import (quickly) things like:

On-screen keyboards

Menu templates

Achievement engine

Leader board engine

Downloaded game maker studio mini-projects

Screen sizing engine

Sharing resources

Even basic game engines!

 

"As long as you CAN do it... then it's fine - for one off time you really need it."

 

3. This doesn't justify being lazy and not implementing this functionality at all! You strive to make Game Maker as easy to use as possible to accommodate all users, but then you state this? 

 

This is NOT fine. Not fine at all. This is a frustrating step backwards for Game Maker. I fail to understand why this feature was taken out. The only reason I can think of is laziness. Now that .gmx assets are separate files in different directories,  YYG simply can't be bothered letting us do this. 

 

Importing project assets as it is now is very slow and annoying when all I want to do is create games.

 

 

I agree with sam here wholeheartedly. Multiple people working on one project share their resources, one makes the effects another does the scenery that may include object, sprites, backgrounds and scripts etc, another adds a new boss another a new level... if one could export his components to be added to the final project in one swoop... I see no reason to be against this. And you already have it in. just make it so we can add many resource types in one swoop (on multi select) and we'll be happy. we can work into making the export file as I explained before. but the other end, the person in charge of the project has to be able to import resources in one swoop.  People have to be able to import engines in one swoop, people have to be able to import concepts in their existing game in one swoop without the possibility of breaking everything.