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If I pay the $60 upgrade to GMS2 now, will I get a steam key later on or never?
(currently own GMS pro on steam)
(currently own GMS pro on steam)
Damn, I think that would be very disappointing. I love having all my software on steam, it makes switching between computers super easy, and I never have to worry about licenses. I even bought Sony's video and audio workstation software over the alternatives for the sole reason that they were available on steam.I read a post somewhere by YYG today that there is no Steam release intended.
Probably a good move in reality. Less support calls and only one version to maintain.
Very easy; it's treated as a standard beta. I miss that when I'm working on EA versions of GMS1.4 actually.Not sure how hard it is to roll-back the Steam version.
Where did you read this information?Surprised this thread is still going lol.
tbh when I found out you cannot make a single runtime exe with GMS2, it put me off buying.
Yeah I know what it is, but I haven't seen any mention of it not being available in GMS2, nor the warnings about "Don't ever use it" for GMS1. I've used it in GMS1 without any problems a few times.@rIKmAN
The 'single runtime exe' discussed is the option to export the game and its files as a self-extracting archive .exe instead of a .zip containing the .exe and associated files (like the 'data.win', for instance).
This is probably true, it's been glitchy as hell in GM:S and the official stance has been "Don't use it ever" for ages, despite there apparently being actual fixes possible.
Yeah, I like a single .exe file, not a folder full of stuff. (quite frankly the main reason I dumped construct 2 was that the only export options gave you a folder full of dll's and other junk. whereas I like a single .exe file) and yes, as silly as it sounds, its a big deal to me.@rIKmAN
The 'single runtime exe' discussed is the option to export the game and its files as a self-extracting archive .exe instead of a .zip containing the .exe and associated files (like the 'data.win', for instance).
This is probably true, it's been glitchy as hell in GM:S and the official stance has been "Don't use it ever" for ages, despite there apparently being actual fixes possible.
It's not silly at all mate, I understand your point and agree with you - I just didn't realise the option was no longer there in GMS2. Where did you see that mentioned?Yeah, I like a single .exe file, not a folder full of stuff. (quite frankly the main reason I dumped construct 2 was that the only export options gave you a folder full of dll's and other junk. whereas I like a single .exe file) and yes, as silly as it sounds, its a big deal to me.
A friend of mine bought it and that was one of the changes he mentioned to me.It's not silly at all mate, I understand your point and agree with you - I just didn't realise the option was no longer there in GMS2. Where did you see that mentioned?
There are other tools that can do the job of packing/compressing/creating an exe if that's the only reason you aren't buying.
iexpress.exe
C:/Windows/System32/iexpress.exe
Number 1 is the reason why you can't make single EXEs and it's not ever going to be added to GMS2 afaik.We've said this over and over... so, for everyone else who might search for this....
1) single executable's don't work on every platform. Microsoft changed the tool so that something built on windows 8 (and above probably) don't work on anything below that. It's not our tool, we just use the MS one. So this is a horrible choice for a standard tool.
2) zip. This isn't how normal games install and the reason for this is because on windows you can run something from the zip, and this might mean it hasn't gotten all the assets DLL and packages installed it needs in the proper place. So again, not a great default choice.
3) Installer. The only guaranteed way to get a game onto someones platform. It'll install all the DLLs, DX runtimes - everything you need. Hence, the default. if we didn't pick this one, we'd get loads of support questions asking why their game doesn't work.
And still nobody has given him another 'thank you', he must be fuming lol!Since you're the one who found this miraculous solution, it sounds like you're the sole expert on the matter.
Likely a question better directed towards Microsoft's lawyers.
Being aware of something's existence doesn't make anyone an expert. In a more broad sense the question could be "are Windows system files ok to distribute?" I'll contact Microsoft about it and see what they say.Since you're the one who found this miraculous solution, it sounds like you're the sole expert on the matter.
Likely a question better directed towards Microsoft's lawyers.
Yes, I saw that, but only after I submitted my post Ah well I guess it's not really a big deal I can use it either way.
Thanks for the tip, I know about resource hacker, I would like to find a way to automatically replace the icon of the single runtime exe from the game exe since this is a "single-click" (kind of) solution.You may use Resource Hacker to replace the default icon, as the first option that comes to mind. You can get it for free available here:
http://docs2.yoyogames.com/index.ht...iew/3_additonal_information/command_line.htmlI don't know how other people tested their multiplayer games locally apart from quickly creating a single exe and then start that multiple times - since you can't run two clones of your game from within GMS.
Your welcome.Great work, guys! I've always liked the option to create a single runtime exe - definitely not for distributing the final game (I can understand Mike's objections against that) but for quick testing on my machine.
I don't know how other people tested their multiplayer games locally apart from quickly creating a single exe and then start that multiple times - since you can't run two clones of your game from within GMS.
PS: Thank you @Samuel Venable
You can't get "ninja'd" when he posted 4 hours before you did.Your welcome.
Yellow Afterlife made running two instances of your game possible, at least for Windows users. Though it was made for GMS1, I'm not sure if it would work in 2.x, but it wouldn't surprise me if it did.
https://yal.cc/gamemaker-testing-two-game-instances-at-once/
Edit: Ninja'd by Dogarooski
That's neat! Thanks for the hint. Perhaps this part of the manual could also list testing multiplayer games on the local machine as an example use case.See the section on A/B testing.