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Schalk

Member Since 09 Feb 2008
Offline Last Active Dec 04 2012 06:43 PM

#4106830 Amount of machines per license?

Posted by Schalk on 08 October 2012 - 03:02 AM

Hello all, I have a small query about GM:S.
How many machines can you install Studio on with your license? With GM 8 (I think) it was 3.

I've Googled and searched these forums but I couldn't find an answer, so I'm sorry if this has already been posted a hundred times before.

Thank you. :)

-Luke


The License clearly states 3.....

In Clause 1.2

YoYo Games and subject to acceptance of the terms and conditions of use; without a further Licence, use the Software on more than three computers at the same time where you are the sole user and owner of the computers on which it is used and do not provide access nor permit the use of the Software by others; sell, rent, lease, licence, distribute or otherwise transfer this Software or any copies without the express prior written consent of YoYo Games; remove, disable or circumvent any proprietary notices or labels contained on or within the Software;

Russell


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#4061812 Draw GUI,

Posted by Schalk on 19 August 2012 - 11:15 AM

http://www.yoyogames.com/tech_blog/9
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#3864007 Success using Game Maker

Posted by Schalk on 18 November 2011 - 03:01 AM

Thanks for the feedback everyone!

Nice work. Use that $150 and invest in GM-html5. Expand your empire.

I already purchased GM-HTML5 a few weeks ago. Can't wait to get Game Maker Studio when it comes out.

Had another good day today, made $225 today in sales. That's 15 copies sold. Another big day tomorrow selling the game, will give you guys the numbers for that as well.
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#3863819 Success using Game Maker

Posted by Schalk on 17 November 2011 - 07:25 PM

Good update. Great to see you still have momentum here.

Just curious... have you mentioned GameMaker itself much? Maybe to the kids' parents? Not saying you're obligated to advertise GM... but it'd be nice to see more young people learn about GM through your success.

Lastly, buy this kid some shoes fer chrissakes! It's obviously chilly outside since they're wearing hoodies. But this poor child is barefoot. :sad:

Thanks. I've learnt enough times, from failing many times, that keeping motivation and momentum is one of the (if not the) hardest things about making and marketing a game.

Yes plenty of times, the logo is on the CD packaging 4 times. I've mentioned Game Maker in all my speeches so far this year. I've been asked numourus times what did I use to make the game, so that was another opportunity to get Game Maker out there. I actually use to run free beginner game development lessons at school using game maker lite 2 years ago. One point I love to brag about is Game Maker's feature and place in the mobile/tablet market.

It's New Zealand mate, it's how we roll ;)
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#3863718 Success using Game Maker

Posted by Schalk on 17 November 2011 - 11:00 AM

It's been a while since I've given you guys an update on what's been happening.

For the last few weeks we have been busy with school examinations and improving our product. We pumped out a new update of the game about a week ago, which had a couple of bug fixes, news levels, add some cool sounds and a few other thing (it's a lot more work then it sounds!). We then uploaded the latest update (for all our current customers to enjoy), then sent of the new copy to our new suppliers to create more professional packaging, here is the result:

New CD
Posted Image

Later today, our team set up a stall at a local primary school gala (around 100 kids). I had an amazing time, eating candy floss and hanging out with our latest set of little fans. :( sorry to the mum who had a hard time getting her child away from the computer screen after he tried out the game. Throughout the hour we were selling the game, we managed to make $150. Check out some of the photos we took:

Photo 1
Photo 2
Photo 3
Photo 4
Photo 5
That's me on the right in that last photo.

Next stop is the local A & P show tomorrow, which usually attracts a couple of hundred people. Our aim tomorrow is to make at least $1000 (quite optimist, but we'll see how it goes).

I'm proud to be a Game Maker user.
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#3853365 Success using Game Maker

Posted by Schalk on 27 October 2011 - 11:01 PM

Thanks for the support everyone :)

Just to give you guys a bit of an update:

This morning we have been on the radio and a local news paper as well. Then the news paper (Taranaki Daily News) decided to show up to our school for an interview (unfortunatly I was out and about, my phone was dead and I wasn't there), however the rest of the team was there and got their photo taken so that should be in the news paper at some stage too. I will scan and upload it when it's out.
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#3853038 Success using Game Maker

Posted by Schalk on 27 October 2011 - 10:29 AM

27 October 2011
A couple of hours ago, me and the rest of my Young Enterprise Company won $1500 in cash prizes, $1500 for the school as well as $8000 university scholarship money for a business degree at a university.

The Lion Foundation Young Enterprise Scheme or abbreviated as "YES", is an experiential business programme where secondary students set up a company, to create real products or services, and make real profit or loss.

I along side three friends, have setup a Young Enterprise Company and have developed an educational maths computer game, Mathsper the Brainy Ghost as our product using the Game Maker 8.1 software. And what a year it has been.

In Mathsper the Brainy Ghost the player takes on the role of Mathsper, a good ghost who embarks on a great journey to save the world from Spooker, an evil ghost set out to destroy the earth. Mathsper encounters many challenges of addition, subtraction, multiplication and division. The main focus of the game is to encourage children to learn maths in an enjoyable way. The game is being sold $15 NZD per copy.

We weren't able to get a working copy of our game out until last August and haven't had much time to sell it, we have however made tripple figures in sales. We weren't trying to market the product "to the masses" until we received some customer feedback on what they think about the product, and perhaps what could be improved. The feedback was very positive, the kids loved it, however our game does lack some instructions/direction which we plan on working on. The cool thing is that the game has an auto-updater so we can add extra features for all customers to enjoy.

During the year we had to do a number of things for the business including, writting up a business plan, dragons den presentation infront of a panel of judges, going to a trade fair, developing and marketing the product and writting an annual report. We had an awards evening tonight in a pretty fancy hotel, to our delight we won a number of prizes totaling over $10000. But the biggest thing we won was the regional awards. This means that our company are being put on a plane to go to the New Zealand capital to compete for the nationals. This is a very big event and some very high up there people are attending, we have been told that the US Ambassador will probably be attending, the NZ Primeminister might be attending, however this is around election time so he might be quite busy. As well as TV3 in New Zealand.

I'm will try and keep you guys up with this journey, as well as try and give some recognition to YoYo Games for the amazing software.

Here is also a news paper article I found from a while ago: http://www.pressdisp...87-f0f0a047c6eb

17 November 2011
It's been a while since I've given you guys an update on what's been happening.

For the last few weeks we have been busy with school examinations and improving our product. We pumped out a new update of the game about a week ago, which had a couple of bug fixes, news levels, add some cool sounds and a few other thing (it's a lot more work then it sounds!). We then uploaded the latest update (for all our current customers to enjoy), then sent of the new copy to our new suppliers to create more professional packaging, here is the result:

New CD
Posted Image

Later today, our team set up a stall at a local primary school gala (around 100 kids). I had an amazing time, eating candy floss and hanging out with our latest set of little fans. :( sorry to the mum who had a hard time getting her child away from the computer screen after he tried out the game. Throughout the hour we were selling the game, we managed to make $150. Check out some of the photos we took:

Photo 1
Photo 2
Photo 3
Photo 4
Photo 5
That's me on the right in that last photo.

Next stop is the local A & P show tomorrow, which usually attracts a couple of hundred people. Our aim tomorrow is to make at least $1000 (quite optimist, but we'll see how it goes).

I'm proud to be a Game Maker user.
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#3848476 Html Extension [Broken Links]

Posted by Schalk on 18 October 2011 - 09:57 AM

icon_trans.pngHTML Extension

This extension package provides HTML functionality for Game Maker HTML5 games. That means you can add snippets of HTML code where you want it. The extension also provides functionality to connect the HTML elements to your code, for example when you press a button made in HTML it can make your character jump.

Functions
canvas_html_add(x,y,html) - Creates a new html element and positions it accordingly. The function returns an integer as an id that must be used in all other functions to access the particular html element.
canvas_html_remove(id) - Destroys the html element, do this when you are done using the element.
canvas_html_hide(id) - Makes the html element invisible.
canvas_html_show(id) - Makes the html element visible.
canvas_html_get_html(id) - Returns the html for the html element.
canvas_html_set_html(id,html) - Sets the html for the html element.
canvas_html_get_x(id) - Returns the x-coordinate for the html element.
canvas_html_get_y(id) - Returns the y-coordinate for the html element.
canvas_html_set_x(id,x) - Sets the x-coordinate for the html element.
canvas_html_set_y(id,y) - Sets the y-coordinate for the html element.
canvas_html_add_event() - Returns the id of the event to be used for other functions. This function must be called first before being able to use events.
canvas_html_callback(id) - This function will return true if the event with the given id has been triggered. If it hasn't been trigger it will return false. This will usually go in the step event of an object.
canvas_html_fire_event(id) - This function is a bit tricky. This "fires" an event with the given id. You would expect this to be in your html code, however can also be used in your game maker project.

Live Example
http://syntaxgames.com/gamemaker/html/

Links
http://syntaxgames.c...L_Extension.zip (direct)
http://www.crocko.co...L_Extension.zip (mirror)

Online Documentation
http://syntaxgames.c...umentation.html

Compatibility
I haven't tested compatability. Please feel free to post what browsers this work/don't work on.

License
Feel free to use and abuse as you wish. Credit appreciated though.

EDIT: Added mirror.


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#3848187 Mouse Extension

Posted by Schalk on 17 October 2011 - 09:37 PM

Description
Provides mouse input outside of the game canvas.

Functions
window_mouse_x() - x coordinate of mouse relative to the canvas
window_mouse_y() - y coordinate of mouse relative to the canvas

display_mouse_x() - x coordinate of mouse on the browser
display_mouse_y() - y coordinate of mouse on the browser

Live Example
http://syntaxgames.c...amemaker/mouse/

Links
http://syntaxgames.c...mouse/Mouse.zip (direct)
http://www.crocko.co...1D5A8/Mouse.zip (mirror)

How To Use
Because GML doesn't currently work for extensions in Game Maker HTML5, I have included Mouse.gex and a Mouse.gml. The extension contains the Javascript for display_mouse functions and the GML contains the scripts for the window_mouse. Just add those to your project and you're set to go.

Compatibility

We did used to do this, but the problem is if you do capture input outside of the canvas the whole web page suffers. You can no longer scroll pages on tablets, and some input doesn't go through to the underlying page, which makes it unsuitable for using in a web environment.

This forced us to only capture "canvas" events. JavaScript and Canvas does have some nasty - and stupid - limitations. We will keep looking for an answer, but until we get one that works across the board, we're stuck with what we have.

Sorry.


License
Feel free to use and abuse as you wish. Credit goes to http://javascript.in...oordinates.html for the Javascript.

EDIT: Also, please note that when using an iframe, I don't believe an iframe can capture any mouse input outside of that frame. (Please do correct me if i'm wrong).
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#3845598 Box2D in future versions of GameMaker

Posted by Schalk on 13 October 2011 - 02:58 AM

I think it would be a great idea to add it.
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#3843375 GM-PHP Communication

Posted by Schalk on 08 October 2011 - 12:10 PM

You just gotta love what php/javascript has to offer.

http://syntaxgames.com/game/

The link above is to an example of a level editor that uploads levels online for all to play. Very rushed and unfinished.
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#2955400 Great Member Teams.

Posted by Schalk on 27 November 2008 - 02:36 AM

Barack Obama
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#2786163 V4.01 - Eddy's Platform Engine - [gm6+gm7]

Posted by Schalk on 21 July 2008 - 07:16 AM

Very smooth engine well done.

I noticed there was a bug with the horizontal platform, depending on where you stand on the platform, it doesn't always move the character with the platform. I looked into your coding and fixed it.

Just go to "Objects -> special -> obj_moving -> Step" and replace the following code:
if(collision_line(x+1,y,x+31,y-1,obj_player,false,false)>0){
with
if(collision_line(x+1,y-1,x+31,y-1,obj_player,false,false)>0){

The problem was that you were checking for a collision with a diagonal line (x+1,y,x+31,y-1) instead of a straight line (x+1,y-1,x+31,y-1).

Hope I helped -_-

*********************

To remove double jump:

Remove these lines in create event for obj_player:

jumps=2
_dj=2

Then in step event replace:

//normal jump
if (keyboard_check_pressed(up)) && _dj>1 && duck=false{
	if place_free(x,y+1){
		if (keyboard_check(left) && !place_free(x-1,y)) or (keyboard_check(right) && !place_free(x+1,y)){
			exit;}}
		_dj-=1;
		vspeed=jumpspeed}

With this:

//normal jump
if ((keyboard_check_pressed(up)) && duck=false && !place_free(x,y+1)) or (keyboard_check_pressed(up) && place_meeting(x,y,obj_water)){
		vspeed=jumpspeed}

And finally remove this:
//allow infinite jump when under water
if place_meeting(x,y,obj_water){
	_dj=jumps;}
		
//put jumps to normal
if place_meeting(x,y+1,obj_wall){ 
   _dj=jumps;}


EDIT: Oh how could i forget to say: Great engine Eddy this is by far my favourite platform engine. I seriously doubt I'd use another engine for any of my platform games.
There is only one thing that bothers me with this engine. It is that if I use small sprites 16x16 and don't want my character to go so fast. Then I put maxspeed to about 2-3. And if I do so it makes the acceleration kind of buggy because the speed cant be in decimals ex (2.5). And so if you for a further release would put in speed that can work with decimals this engine would be even greater! :P

Sorry if it was hard to understand my comment, I'm really bad att explaining things in english. :/


Another way to fix the problem, which is probably a better way is:
if (keyboard_check_pressed(up)) && _dj>1 && duck=false{
	if place_free(x,y+1){
		if (keyboard_check(left) && !place_free(x-1,y)) or (keyboard_check(right) && !place_free(x+1,y)){
			exit;}}
		_dj-=1;
		vspeed=jumpspeed}
with
if (keyboard_check_pressed(up)) && _dj>0 && duck=false{
	if place_free(x,y+1){
		if (keyboard_check(left) && !place_free(x-1,y)) or (keyboard_check(right) && !place_free(x+1,y)){
			exit;}}
		_dj-=1;
		vspeed=jumpspeed}

and replace:
if place_meeting(x,y+1,obj_wall){ 
   _dj=jumps;}
with
if place_meeting(x,y+1,obj_wall) && !(vspeed=jumpspeed){ 
   _dj=jumps;}

and you also need to replace:
_dj=2
in the create event for obj_player with
_dj=jumps

You will now be able to set that amount of jumps in the create event for obj_player by changing the value of "jumps"
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