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daz

Member Since 29 Apr 2007
Offline Last Active Dec 22 2014 10:01 AM

#4191035 Tri-Memory

Posted by daz on 16 January 2013 - 12:38 AM

The black bar at the bottom is hidden on the iPod, it's designed that way. Game is nice overall and runs smooth on my iPod. I can't tell if you've pre-designed where the cards are placed or if it's completely randomized.
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#4074607 Creating an ".exe'

Posted by daz on 02 September 2012 - 04:55 AM

Wow, if that is the case, I have been severely mislead in my purchase.

Unfortunately, many people feel this way.
I'm not sure when this notice came up (it might have even been there from the start), but on here: http://www.yoyogames...amemaker/studio it says "Note: to export apps for Mac, you will require a Mac OS X computer." It's because they use X Code to create the application, whereas the GM:S IDE only runs on Windows, requiring you to have both a Windows PC with the IDE running and a Mac with their compilation application. An "easier" setup might be to have a Mac running a Windows VM with the IDE in it, seeing as running Mac OS in a VM under Windows is complicated to setup and breaks Apple's EULA.
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#4071835 20 MB to 250 K - no small task

Posted by daz on 29 August 2012 - 11:18 PM

What YAL says has truth -- if you write the game yourself not using GM you will have a much smaller footprint for the JS itself, however you will still have to heavily compress graphics, toss audio, and deal with compatibility of different devices yourself. Of course the drawback is that it's no longer "easy" to create the game, and you will have to rewrite it from scratch.
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#4063177 is gm8 language = gm studio for android language?

Posted by daz on 20 August 2012 - 11:50 PM

No, he means that YoYoGames has published a lot of their own games for Android already. Once you buy the Android export option (along with the base version of GM:S) you do not have to pay YYG any royalties. It gives you an APK you upload to the store yourself.
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#4051691 Running in HTML 5

Posted by daz on 09 August 2012 - 08:54 AM

If you are using the latest version of Studio, fullscreen should display properly on the iPad. Make sure you uncheck the option to center the game though or fullscreen does not work properly. Currently, using GM's built-in fullscreen it does not respond to touch events on the iPad. You'll have to wait for them to fix it.

HTML5 games are of course limited by the hardware they are run on, the same as any programs! Here's some tips: 1. Javascript is usually interpreted. If you are using an outdated browser with a slow javascript engine, performance can really suffer. 2. GM by default only uses the canvas to render. You could check "auto-detect" for the WebGL option and I recommend it. This means (mostly on desktops) that your game will be rendered not with the CPU, but with the GPU, which leaves the CPU to mainly do computations for your game logic instead of also having to do all of the drawing. Now, on mobile platforms this is a problem because almost nothing supports WebGL so you are doomed to slower performance.
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#4021639 GM:S user made modules

Posted by daz on 11 July 2012 - 04:49 AM

The fact that you do not know what XML is makes me doubt you could bring such a project to fruition. I am not familiar with the technicalities of such a situation in regards to the EULA, however, but it isn't illegal. If it was against the EULA the only thing you'd have to worry about would be your copy of GM. Your users will have to decide for themselves whether or not to use GM as an editing platform, in which case their licenses may be at stake.

You should check out Dailly's twitter by the way, he was already playing with GM on Linux recently. But yes this will probably get locked or buried and we will move on. Good luck, hope you get an answer.
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#3930642 Who is actually developing games for phones?

Posted by daz on 29 March 2012 - 08:33 PM

This topic is silly, just wait until it comes out of beta and see who develops for what platform.
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#3926196 Changing transparency?

Posted by daz on 21 March 2012 - 04:53 PM

Hello

Is there any way to change the transparency of an object through a script?

Since alpha isn't working in HTML5 i'm kinda stomped on how to achieve this and it's crucial to my game

Any advice is much appreciated

draw_sprite_ext(sprite_index,sub_image,x,y,xscale,yscale,rotation,color,alpha);

I should add: although setting image_alpha of an object will not directly change the alpha in webgl mode (that's my experience), if you put the above code (modifying it to your needs of course) in the draw event of the object you want to have the alpha changed, you can change the last "alpha" parameter to "image_alpha" if it helps keep things straight in your head. While the image_alpha has no visible effect, the variable is still set properly.
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#3907943 Parapals

Posted by daz on 16 February 2012 - 03:27 AM

General thoughts when playing through
  • Sometimes stars would spawn inside of the rocks
  • It appeared as though the rocks immediately were destroyed if y < 0, which made it noticeable, likewise they appeared to spawn on screen instead of offscreen as well, meaning if you were close enough to the bottom when one of them spawned you would immediately die because it spawned on top of you.
  • The change in control to allow touch anywhere is nice, and something I wanted when I first played this a long while back
  • Sounds would be nice, graphics are good enough
  • Game over screen is way too slow
  • It doesn't really feel like you're falling. Kind of hard to explain, but I think it's fine enough for now.
  • It felt like the interface could use some more animation
  • The score is pointless, because you do not keep track of a high score
  • Triple stars is unimplemented
  • Sometimes a warning for a rock coming up from the bottom but because the rock was on the very edge of the screen the warning was barely visible
  • It appeared as though sometimes a warning from the side would result in nothing spawning
  • The last character could not collect stars (didn't wait to try airplane / rocket)

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#3890788 Is this possible? [screenshot]

Posted by daz on 14 January 2012 - 07:45 PM

Well, I think this way could be possible... you would just make your initial view (in the demo the "canvas") smaller, no? All moving objects would continue past that main view and into a keyboard view which would be directly below it, which also has the keyboard overlay and make that the surface. If this is too confusing, I'll see if I can't make this idea work and post a demo ina day or so.

Having the keyboard not entirely at the bottom of the screen though would mean you'd have to create another surface for the remaining bit.


Haha, nah, I don't quite get you. At least, not so far as my problem goes.

In that link I gave, he uses 3 canvas elements. How do you create more canvases in GM? Do I have to write this in JavaScript, then put it in as an extension, or something?

Keep in mind, view_surface_id is undocumented.

The canvases are changed in HTML which means you can no longer uses GM's generated HTML file. Another canvas tag looks like this, for instance.
<canvas id="surface1" width="784px" height="128px"/>
You need to keep one of the tags named "canvas" for GM to work. The other IDs like "surface1" you can change, as long as you change that name in the code as well. You need a specific script as well to have your game show up on your page at all. Run your game normally, view the page source and copy the script tag at the bottom, eg:
<script type="text/javascript" src="html5game/TestOverlay.js?CEHYB=1826481417"></script>
I have no idea what the stuff at the end of the script is for. It changes each time you run the game, and it doesn't seem to matter if you keep changing it or not, but you will need to add this to your own custom index.html file. I have a suspicion it's just randomly generated to prevent browsers from caching it.

Once you've created your custom index.html file, go to Resources -> Included Files and add it. Then go to Global Game Settings -> HTML5 and change the drop down from <use default> to index.html

In the create event of some object, you'll need to put the GML on that site. EX:
var s1;
s1 = surface_create_ext("surface1", 784, 128);
view_surface_id[1] = s1;

Then go into your room and create the two (or more) views. Run the game and you should be good to go.

I have posted a demo, the exported folder, and the GMZ. Trying to explain how the views in the room should be setup would be too hard for me to explain. Then there are some other things to note. In the keyboard's view, you should probably draw the website that is behind it so it looks like it's an overlay. In my case, the website background was a solid color so I drew solid color rectangles in an object with -1000 depth so the game keeps the same width. Then, I had objects with -10000 depth that would be your keyboard objects so they're on top of everything.

I might make a super-detailed guide in the future, but for now I think you'll be able to figure it out (I spent a couple hours already and just don't feel like dealing with it anymore ;P). Also in your index.html file you need the <style> tag and all of its contents to have the views seamlessly integrate, as well as a doctype at the top of the document or internet explorer will die a horrible death. This example works in FX 9.01, Chrome 16.x, IE 9, and Opera 11.60.

http://pwna.net/scratch/overlay/
http://pwna.net/scra...est_overlay.zip
http://pwna.net/scra...TestOverlay.gmz
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#3890518 Is this possible? [screenshot]

Posted by daz on 14 January 2012 - 04:48 AM

Thanks for the reply daz! I fear your answer may be correct.. but I hope not!

I (refound) this:
http://www.javalemmings.com/blog/demo/

Which looks like it could come 'close' to what I want. I'm going to have to look into it, I'm afraid there may be issues with views, and wot-nots, and how it all works together. (e.g. I want my overlay to,well 'overlay'.. I'm not sure I can do that with this)

Fingers crossed..

Well, I think this way could be possible... you would just make your initial view (in the demo the "canvas") smaller, no? All moving objects would continue past that main view and into a keyboard view which would be directly below it, which also has the keyboard overlay and make that the surface. If this is too confusing, I'll see if I can't make this idea work and post a demo ina day or so.

Having the keyboard not entirely at the bottom of the screen though would mean you'd have to create another surface for the remaining bit.
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#3890491 Is this possible? [screenshot]

Posted by daz on 14 January 2012 - 03:59 AM

Posted Image

Here's the picture.

That black square is the normal game window. The outside of it is, well the website. You know, the outside the game.

That green bit is the HUD. It's part of the game, and game window, and it overlays the game.

I want to know, can this be done in GM-html5? If so, how?


(reason I'm wanting this)
I, or rather, a guy I'm doing work for, has a game that is less than 1024 pixels wide. That's the width of the iPad. It's a typing game, and we need the keyboard to be, well, the correct width.

I have 2 options: Use the default iPad keyboard, or use one with virtual keys. I'm currently using virtual keys.

This keyboard obviously can't stay the same size as the game window.. I need it to extend out wider, the full 1024 pixels wide.

If this can't be done, then I'm going to have to look at a way of using the iPad keyboard (Which probably means using the html input box element)

Thanks for looking!
~D

It doesn't seem to be possible, but there is a slightly hack-ish alternative you could do: use external HTML and JS to do it, and connect to that library from GM. Going to be a huge pain to do it, in any case.
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