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CedSharp
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For a limited time, when you buy GMS2, you get GMS1 for free with it. ( when gms2 is released of course )nice and price is ok for master collection and console when when need it
For a limited time, when you buy GMS2, you get GMS1 for free with it. ( when gms2 is released of course )nice and price is ok for master collection and console when when need it
Because those aren't "normal mouses". You could handle them using a DLL or an extension, sadly can't test that yet with GMS2.Tiny Rant: Why does GMS2 still doesn't support Mouse 4...5...6...7... Buttons? COME ON GUYS IT'S 2084!!
That's a pretty bad excuse tbh, even Quake 1 had support for these buttons in 1996. And when the game was released, mouses like that didn't even existed! In Fact, at that time, optical mouses were super rare, and I wasn't even born yet hahahahaBecause those aren't "normal mouses".
I don't think GameMaker should support any "extra" input from a mouse, neither should it support extra buttons on a keyboard. It should not either support your keyboard having a display or whatever.That's a pretty bad excuse tbh, even Quake 1 had support for these buttons in 1996. And when the game was released, mouses like that didn't even existed! In Fact, at that time, optical mouses were super rare, and I wasn't even born yet hahahaha
I'm not sure but i think he was joking.I don't think GameMaker should support any "extra" input from a mouse, neither should it support extra buttons on a keyboard. It should not either support your keyboard having a display or whatever.
But, GameMaker *could* and probably *should* allow using other keycodes than the default ones. I agree with that.
I don't think you really want a "mb_extra_3" for example, but you would want to check for "mouse_check_button_pressed( 8 )" instead.
Creating the macros for extra buttons should be the user's job, not GameMaker's job.
Seems he wasn't jokingI'm not sure but i think he was joking.
that's not what I meant. I was only saying that if game maker does anything, I don't think it should go further than allowing to listen to direct keycodes.There's no need to create constants for that, would be useful for customizable controls. Where you can get which button was pressed with mouse_button, store it into a variable/ini file and you can use it later with no problems.
Seems he wasn't joking
1. Yes. GameMaker Studio 2 has insane fps improvements compared to GameMaker:Studio 1.4, specially when it comes to collisions.Are there even speed improvements? I can't see a point in buying GMS2. It has been made way more complicated to work with. Also how exactly this layer based drawing any helpful? Pretty sure one can achieve the same thing using depth system in GMS 1.4. I can't really see any improvements in it.
All the image effects are gone ( gradient, shadow, outline, make color transparent, etc )Ok i like interface in gm2 little bit new.But can someone explain where is in gm2 this options that 1.4 have
I hope its big miss if dont put that in new version...All the image effects are gone ( gradient, shadow, outline, make color transparent, etc )
The special tool "change all pixel of this color" is also gone. This is something I think is sad.
But it's just a beta, so let's request yoyogames to add them back!
These are my thoughts too unfortunately and I wrote a topic about it here: https://forum.yoyogames.com/index.php?threads/please-remember-why-gm-became-popular.12313/I can't see a point in buying GMS2. It has been made way more complicated to work with. Also how exactly this layer based drawing any helpful? Pretty sure one can achieve the same thing using depth system in GMS 1.4. I can't really see any improvements in it.
I don't mind that the ide change. I agree the UI was bad.Yet, as i've written before, i'm amazed that when there was GM:S everyone complained because the IDE had to be changed and now that GM:S2 is out in closed beta we have people complaining because many things changed.
Personally, still, as i've written before, i hated the IDE: if now we have a flexible IDE with GML mostly unchanged, i'm fine with it.
Good. I knew the beta doesn't have everything in it, so that's why NOW is the time for requestsWe have very specifically not added everything to the Image Editor that was in 1.x, because to us.... most of them would be unused. That said, we will be adding in some that we've not gotten feedback on; change colour, blur, gradients etc. Not right away, but certainly when we get a chance to draw breath. Others will come if we see a reasonable number of requests for each of them, but we're not adding in every pointless image op.
The image editor is also written to be extensible, so one day... we hope users will add their own and make them available on the marketplace - but this is a loooong way off yet.
GMS 2 was already far beyond GMS1.4 in my heart. now, with this little post of yours, gms1.4 is now dead in my hearth. long live gms2In time, we "hope" to allow users to create IDE plugins that can be used for their own tools, or to enhance tools there already.
The whole IDE is basically a plugin.
Yeah, these are used, these things are available in paint.net but tbh, game maker's sprite editor did those way better (effects are centered and sprite edge aware mostly). There are 2 types of users for the sprite editor. those who use it to doodle, and those who use the effects tools to create effect sprites. Since you already have the code in house for all these, I don't know where the reticence is coming from. Since as you say, user plugging is a long way away, I hope the sprite editor will have the same effects I use. I hate to have to start studio 1.4 to do my sprites. BTW do you guys still have the sprite editor as a separate stand alone program? That would be awesome. Studio's sprite editor is awesome, I dont think you guys fully understand how awesome it is...We have very specifically not added everything to the Image Editor that was in 1.x, because to us.... most of them would be unused. That said, we will be adding in some that we've not gotten feedback on; change colour, blur, gradients etc. Not right away, but certainly when we get a chance to draw breath. Others will come if we see a reasonable number of requests for each of them, but we're not adding in every pointless image op.
The image editor is also written to be extensible, so one day... we hope users will add their own and make them available on the marketplace - but this is a loooong way off yet.
yesHi there
I have GM pro plus some extras like android export. If I buy new GM2 Pro with discount (upgrade), is necessary to buy also extras like android export?
I make games just for fun, don't get any money for, I wait for next HumbleB.
Looks like its mostly CFE and Java script?In time, we "hope" to allow users to create IDE plugins that can be used for their own tools, or to enhance tools there already.
The whole IDE is basically a plugin.
For master collection, the discount is of 50% instead of 40% so it'll cost you around 520$ to upgrade.I got master edition on Steam, will there be a upgrade option for it too? I take it that the upgrade paths are just plans and not something that is put into action yet?
The systems seem identical from what I've glanced in the manual.Hello!
I recall people complaining about building multiplayer games in gms:1.. anyone know why that was an issue and if it will be in gms:2 ?
No changes/new features at the moment, but these things are on the wish-list (although there is currently no timeframe for when they'll be added to the to-do list).Any word on what, if any, new shader texture sampler types and formats will be available? eg:cubemaps
Now that you're using DX11, will we have access to the Geometry shader?
Does this actually definitely apply to Steam-purchased versions though? It's always been a bit of a 'second class' version due to the way Steam works, but at least YoYo eventually managed to link the licences.For master collection, the discount is of 50% instead of 40% so it'll cost you around 520$ to upgrade.
I know they mentionned that GameMaker would be a standalone this time. But I don't know if steam users will have the discount :/Does this actually definitely apply to Steam-purchased versions though? It's always been a bit of a 'second class' version due to the way Steam works, but at least YoYo eventually managed to link the licences.
I have the MC via Steam so would love official confirmation...
No, it's way above 1000$ for master collection.This is too costly 500$ for master edition seriously??
It's a fair price.No, it's way above 1000$ for master collection.
You pay 500$ only if you already have GameMaker Studio 1.4 Master collection. Otherwise you have to pay the full price.
Its not a fair price. We already paid 500$ for master edition and now we have pay 500$ again. No wayIt's a fair price.
In 1.4 console is free as long as you have an Xbox or Sony dev account.Master editiion doesnt even include console so why the hell its priced so high
Actually... just to clarify... Console exports are not free, up until now they were in fact pre-paid for by Microsoft and Sony. It's not like we've been giving them awayIn 1.4 console is free as long as you have an Xbox or Sony dev account.
Yeah, sorry for not making that clearer...Actually... just to clarify... Console exports are not free, up until now they were in fact pre-paid for by Microsoft and Sony. It's not like we've been giving them away
Any reason why the corresponding exports on GMS 2 aren't paid for by Microsoft and Sony now?Actually... just to clarify... Console exports are not free, up until now they were in fact pre-paid for by Microsoft and Sony. It's not like we've been giving them away
why the heck is 32 bit windows still a thing!!Joined beta testing and tried to install GM2, realised you need a 64-bit computer. My only one is 32-bit. Damn.