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So I have a high-end laptop and it was a given that I could run my old gamemaker projects without any form of slow down until some random update occured from 'something' (probably either Windows or Nvidia). My old projects now run at like 10 fps out of 60. Note that GM1.4 and GM2 games run fine...
Hey all.
I recently converted a game I’ve been designing from GMS to GMS2.
I am now experiencing a bug, most noticeable on handheld devices. The frame rate drops drastically when the player’s horizontal speed is zero, this never happened in GMS. Any idea what could be causing it?
PS: I tried...
Hey all! I'm currently developing a rhythm platformer as a hobby project in my spare time and I've run into a bit of a strange issue. While playing my game from within the GameMaker Editor, I've noticed that it will occasionally experience slowdown. Since rhythm is the main component of my game...
IDE Version: 2.3.3.570
Runtime: 2.3.3.434
Since the last GM update, I have been experiencing some problems with the framerate, going from 60 to 48 fps when the game runs on a monitor with a refresh rate of 144Hz.
On the other hand, the game runs perfectly at 60 fps if I configure the refresh...
Hi everyone,
for a long time I have been fighting lag in my game.
The lag did do something good however; I learned to optimize so many things,
that the lag was reduced by a ton.
I can basically have like 2000 instances running a small (but clever) amount of code and the lag
doesn't really...
Hello,
I'm trying to figure out how to fix the seemingly lower framerate as well as objects jumping around a tiny bit when surfaces are being drawn. Here's an example:
Here's my code:
Draw GUI Begin:
if(tea_active == true)
{
/// @description Draw Tea Effect...
Don't know why, but this happens in every project I make.
The game runs super smoothly in windowed mode, with no frame drops whatsoever. But then when I enter fullscreen, it *sometimes* drops from 60 to ~30 while the screen tears, then it goes back to normal after a few seconds. The problem...
Ok, so whenever i run a game made with the "legacy" 7, 8 and 8.1 versions of GameMaker (whether it be me testing a gmk or just running an executable), the games suffer from heavy framerate drop and run very slowly, this started happening quite a few months back and i have tried everything to fix...
For some reason I've hit this issue where when I export to HTML5, my game runs really slow. The thing is that it only runs slow if my room/window size is large. If my room/window size is say 1024 x 576, there's no problem. 1280 x 720? Instantly my frame rate is cut in half.
I'm not using a ton...
Ive been working on a game on my pc for a while and it smoothly at 60 fps but when I tried to play it on my laptop it runs at a consistent 20 or something frames. I was wondering if anyone had any ideas I could try. I tried messing with the sleep margin a bit but I didnt really know what I was...
To make a long story short I followed the lighting tutorial by Talent Lost and I ran into a bit of stumbling block.
Everything works as intended but I use large rooms. Since I'm creating surfaces at the start of these rooms to make this lighting system to work by the room width and height...
Both my game and a simple project I've made run twice as fast under HTML5 than the set FPS.
I can't even lower the framerate as that breaks Spine animations. I use a 120hz monitor, not sure if that might have an impact.
Is anyone else having this problem?
Quick overview on who your dealing with:
I am brand to to Game Maker Studio 2.
I have no back ground in coding or game development.
I do ask if:
You could be as elaborate as you can be with your responses.
Cater your responses to beginners. (like if you were speaking to someone who hardly...
Does anyone know if it is possible to take advantage of the iPad Pro's 120 hrtz display? Probably a silly question but if I design my game to run at 120 fps will that translate to true 120 fps on the iPad Pro? Thanks in advance.
Current target system: Android/Fire
I'm not going to be great at explaining the issue so bear with me. I'm finishing up a very basic Android game, basically tap objects as they appear on screen. At room start I set 9 unique alarms in an object we'll call "spawner" to dictate the progression...
So, in the project I'm currently working on, my team has to try to get our project working on some pretty crappy PCs, and currently they're having major stuttering issues. I develop on a high-end rig, so it's not an issue, obviously, but through debug I can see we have some very huge frame dips...
Hey there,
I've been working on a 3D game in Game Maker 8.0 Pro. I recently switched my OS from Windows 10 to Ubuntu, and have been running GM through WINE. Ever since I've made this switch, I cannot get my game to run above 30 FPS, when I want it to run at 60. I've checked everything that I...
Hi everyone!
This is my first post in these forums. I'm quite a newbie using Game Maker but I'm getting the hang of it pretty quickly.
Some days ago, I crashed my computer and I had to restore it. I was using Windows 8.1 and I thought that, as I had to reinstall an OS anyway, I'd use my gift...