Woah that was crazy! I didn't realize the physics were this good. I love how you can make any shaped lines and polygons you want, this is gonna be a huge extension. Out of curiosity why do you need a kickstarter? It seems you've got the whole thing handled already
Hi
@Joe Ellis!
I thank you for your words! Yes, the handling of vectors is very similar to the photoshop pen, but it is easier to use and is capable of generating any form (without holes at the moment).
It is indeed a fairly large project, and that is why I want to make sure to give users the best experience. To create this project alone I had to focus on creating the core, giving preference to the implementation of tools and updates. I knew that for this I had to create an easy programming interface, which would allow me to modify things quickly and efficiently. So at first glance it does not seem like an engine that looks professional, my intention was to focus all the attention on what we see on the screen, leaving a small space for the Ui and combining this with the keyboard.
I am in doubt of implementing a typical window-style Gui, although in the current Gui (which already contains a script library) you can already modify sprites, scrachpad and sliders, colors, coordinates and implement scripts.
Maybe in a Future I want to give the appearance of a commercial engine, I don't know ...
My vision has been the basis of grabbing custom engines of indie origin, such as that of the Braid video game. Although UbiSoft is a large company, the team responsible for creating the Rayman engine is "small", and they decided to create a very focused engine on what you see. In this team there are 100 people working, of which a percentage will be programmers.
Although GameMaker Studio helps a lot, I'm still a person working on the project, and I'd love to extend all sections of the engine with updates. For this I would not have another to dedicate a minimum of 8 hours a day to the project, the project already has many hours behind, if I want to continue updating, I want this to be fast and give the best experience as soon as possible. Engage with users to do things right, keep me posted on the forum, listen to proposals for improvement and correct bugs (the editor offers many combinations in its tools and it is very likely that there are errors, this happens in all companies).
Working with the code you don't have time to create and show levels, this will change soon, but for that I will need an illustrator to work on asset creation. In this way I can offer a pack of different types of playable genre.
If the campaign went well, I would hire a programmer who works side by side with me. All this to accelerate the process of improvement of the extension.
I would leave my job to devote 100% to work on this project, at that time my vision on the Internet will be greater and I will devote myself fully to programming and show you news.
Sales taxes are high, and if I want to do things right with the Ministry of Labor, I will have to pay workers monthly and sales taxes I suppose.
The engine runs under GMS 1.4.x, and I will surely have to adapt the GPU section for GMS2. Surely a port will cost extra time to operate.
I don't know how many real people would be interested in this, so for the reasons mentioned and the work time I have dedicated to this, I have made the decision to create a kickstarter where users will receive a copy of each version. My plan is that the GMS1 version be launched in its beta phase (which already works very well, although it will not be free of bugs) for those who have supported the project. In this way, by registering users on the SoloStudio website, I can be in contact with the community about everything that happens with the extension, solving people's problems. This will make your version 2.0 much better based on the advances of the beta. The GMS2 version would be planned for March 2020 with all the improvements implemented in its first version, and surely with the new GMS2 syntax, this will end up being more powerful.
From the source of code implemented in the extension, I believe that many people, both great and small programmers, will look at the work methodologies implemented. Some because they want to use a certain part of the code, others to use it as a base in their game and others even to implement it in their current project. I can only tell you that when you try the editor, you don't want to go back to the GameMaker officer. With this I do not say that the editor of GameMaker is not good, but when you get used to the extra functions and be able to edit in real time without having to compile to transfer 1 pixel an object, without talking about tools, it is already a great addition.
This project started in 2016, and if I do not have the support of the campaign, I will probably decide to continue with the project but to create a video game in my spare time, I feel a custom engine more that does not see the light, because I will not be able to take charge of maintaining it if I don't have an economic stability that allows me to freely dedicate the hours I want without worrying about anything else ...
ha ha, sorry for the bible I've written.