Discussion in 'Announcements' started by Nocturne, Nov 2, 2016.
why the heck is 32 bit windows still a thing!!
yeah. I mean I've been 64 bit since 2004, like 3 laptops and 2 desktop computers ago...
You have a point there. I had a 64-bit computer which I gave to my parents. Slowest computer I've ever had, honestly. It's ridiculous how bad the CPU is on that thing.
So now I have an old laptop, and I'm a broke college student so it might be a while until the next one.
Not to be an ass, but when I was broke, in college, with 10$ in my bank account, I had a 2000$ PC I paid for with my summer job, late 80s.... Today you can buy a 150$ 64bit laptop on amazon, invest in your future man...
Check the CPU... might still be 64bit capable, and your 32bit license if valid for the 64bit version as well.
Just curious... in GMS2's 64-bit version, are integers 64-bit as well? (And the traditional double floats 128 bit?)
As far as I know, 64-bit versions have absolutely nothing to do with primitive types size (integers, floats, etc.) or anything, but rather the possible size of memory addresses. 32-bit application can use 4 bytes per address (and cannot address more than 4GB of RAM) while 64-bit application can use 8 bytes per address (and thus cannot address more than 4bil times 4GB RAM, but it should be more than sufficient for today's machines, anyway). Generally, if you have memory larger than 4GB, you need 64-bit system to make full use of it.
Also, I think it's been stated that exported programs will still be 32bit, so you'll still have those limitations. You can't get a GM program to use more than 2GB RAM, for example (that is A LOT anyway).
The IDE is 64bits, the games are still 32bit.... although if we get enough requests, we'll do 64bit runtimes as well.
It was gpu cores, I fixed the original as well
It needs to be a hand written request, and delivered to the Dundee offices, down stairs to the basement, behind the rusty knives, past the hungry crocodile, under the sleeping Lion through the locked trap door and down the secret tunnel filled with poisonous snakes, and into the room marked "Death to all who enter".
File it under suggestions.....
And past a crocodile... Dundee?
So, your home address?
While it'd be "nice" to compile to 64bit, I don't think anyone (at least the vast majority) needs it. I've hit 2GB a lot of times in my project, but I tweaked and got the memory down, usually fiddling with buffers.
Does that "extra resources" really matters for 2D games?
If your game is a low-rez pixel art game, then those "resources" probably don't matter much. But if you do huge pre-rendered(or hand drawn) sprites, with lots of animation frames(needed for bigger sizes if you want smooth animation), and are using more costly shaders(like the LUX system on the marketplace that does normal mapped lighting, as an example), then suddenly 2d is going to not be so "easy on the system." The texture space for a single asteroid rotation animation if done big and smooth could easily be between 1MB and 4MB, depending on if you do it with 16 frames, and if it is 128x128 or 256x256. Then if you needed a normal map, double it. Suddenly that 2d game is taking a few hundred MBs just for graphics. Of course, not all of that has to be in VRAM at once usually, and of course you could optimize it out, decreasing frames of animation and resolution, but of course you then sacrifice quality.
Of course, many GMS projects are lower resolution, aren't needing anything but basic shaders, work fine with few animation frames(whether using pixel art or not), and so many of those can be "easy on the system" but you don't really want to depend on that if you are looking at it from the point of view of Yoyo devs. They want the product to be able to handle the "hard stuff" as well. Otherwise, there would never have been a need of the whole C++ runner, compiled GML, etc.. as the older versions with interpreted code would be fast enough.
I'm in the beta and have pro but when can I upgrade my licence, really dying to just own the damn thing.
I like gm2 and cant wait for buying with all modul.Interface and everthing is for me ok i like 1.4 and i will keep work with 1.4 but 2.0 is just must have
Wow, that's really generous, subtly letting us know that you want us to get those suggestions to you, even to the point of telling us about the secret tunnel! You old softy, you. $:^ b
How is the text support in GMS2, can you draw Hebrew or Japanese characters?
We are living in 4K generation, I think we need 64bit runtime for sure.
Yes, you should be able to.
I have a question about the current version of gamemaker.
When the engine was on sale (two times on humblebundle), i have bought it 2 times.
I still have a key for pro and android that are not used (don't know what to do with it), but for how long will the keys exists (useable), after gms2 comes out?
Where do we send our comments and suggestions regarding the GM2 beta? There are a few minor things with the UI I'd like to address with the development team.
Take a look at the rules of our GM:S 2 subforum to find out where to send what: https://forum.yoyogames.com/index.php?threads/7459/
The roadmap seems to say that GMS2 should get released anytime between january and april ( first quarter of the year, that's my guess for Q1 )
Until then, we have the beta to play with.
Maybe i missed it but with the beta of gms 2 out, does this mean that gms 1.4 is no longer going to have bugfixes or be supported much anymore? IE: we need to get gms 2, when its available, if we have a gms 1.4 bug that hasnt been fixed??
Thanks for the clarification...(sorry if i missed this if its been answered before now).
@RifleFire It has been said repeatedly that 1.x will continue to get bug fixes for a considerable amount of time.
Not to resurrect any relevant arguments and recognizing that you don't necessarily owe your paying customers any sort of explanation, can we please get a general breakdown of why the GMS2 licenses are (tentatively) priced as they are? It's one thing to accept that you deserve payment for work performed, but some of us prefer to know in at least broad strokes what we are paying for at such prices. (As example questions: If there are no compilation improvements over GM:S and you cannot export to desktop platforms directly, why does the HTML5 license cost 150% the price of the Desktop license? What difficulties or additional features went into the Universal Windows Platform and Mobile licenses that they each cost 400% the price of the Desktop license?) For clarification, this is a request for information to broaden customer understanding, not an excuse to deride the pricing choices of YYG, Ltd.
It was asked by someone else a couple of pages back but not yet answered (that I saw), so I'll reiterate: Where one GMS2 license covers the rights of two or more GM:S licenses, will all of those licenses be required for the 40% discount?
In the past, the software EULA did not restrict the manner of content produced with the GameMaker suite so long as it did not cause empirical harm (ergo, no viruses or spybots, but controversial dialogue or pornography was allowed). At some point this changed, perhaps with the introduction of the GameMaker: Marketplace, making it semantically a breach of contract to make games even for oneself alone which contained material deemed 'offensive' at the whimsy of YYG, Ltd.'s general or administrative staff, even if such games were not distributed. With the release of GSM2, does YYG, Ltd. have any explicit or considered intent to introduce a clause to the software EULA which will allow users of the software to produce such games for personal entertainment or to self-publish such games without the further aid of YYG, Ltd. or affiliated entities? For clarification, I refer to publishing on physical media or solely through digital Points of Sale (or alternative distribution) which have no connection to YYG, Ltd.
I second this post, I don't mind the prices, but I'm genuinely curious about what the prices cover, and the differences that make those prices so... different lol.
I'm also interested in the license matter, but only for curiosity. I don't actually want or think of making a game in the first place, but I'll be helping others so I wish to be able to give them answers if they ask about this.
What? The prices are CHEAPER than GMS 1.x. Do you want us to put the prices up?
As to the reasoning behind the actual prices, these are obviously commercial decisions and not something we can discus.
Translation: "Certain modules are priced for more than others because we think they'll sell for those prices. We're a business, not a charity, lol."
Ah sorry, I wasn't trying to say the prices are high or anything like that. ( I actually started my post by "I don't mind the prices" )
I was only curious about what they cover, but if that can't be publicly told, then awn, too bad
Again, sorry if it looked like I was frowning on the prices, that's not at all the impression I wanted my message to have.
Question, as I only just noticed this and didn't see it anywhere else, but is HLSL not supported any more?
And it's features have been given to GLSL (like MRT, I believe this is why mine were written in HLSL in the first place)?
I basically just realized most of my shaders don't work and there's no option to change the setting.
I'm not totally sure, but I think I saw that HLSL was just disabled for this beta (or maybe shaders in general were?) It probably says on the product page or something, if you want an accurate answer faster, hahah.
Yes, right click on the shader in the resource tree to select the type. Has to be DX11 based shader though, HLSL for DX9 will no longer work
Ah, thanks Mike. Yeah I didn't see that at all, I was expecting it on the form somewhere like before. And the manual turned up nothing for me.
You can beat @Nocturne up for that one
I need to add on to my question, as I'm still struggling here. Working with HLSL 9 is tricky enough with GM, but HLSL 11... There's basically no examples of anyone getting it to work in GM that I know of, and the internet isn't proving too helpful.
But I have 2 questions;
1. Does HLSL 11 work with Windows 7 (I read somewhere it's only for GM's Win8 export), and if so is there an example of it working?
2. Will/does GM2's version of GLSL ES support MRTs? Because MRTs is all I really care about.
I could get my project working without the MRT stuff using GLSL ES, but it's kind of a step back.
If they're still using the same version of GLSL ES they did with GM1.* then you wont have access to MRTs
There will be some HLSL11 examples soon
Yeah, that's why I asked, my assumption would be if they made one thing not work, they'd make another work.
If you have HLSL 11 working in either version of GM then PM me, literally just the IN and OUTS as I've tried a few things and they're just not compiling, I'd appreciate it a lot as it's the last thing stopping my main project from working in GM2 as far as I can tell. Also, it's NOT a Win8 only thing, right? Googling HLSL 11 with GM only turned up 2 relevant things, and one was "this doesn't work", the other was "this only works in Win8".
Hi people! Umm... I joined the beta like around at least 3 weeks ago (or something). But all this time I've had a weird issue with not being able to use the program. At its first startup, it keeps installing and retrying to install over and over the runtime 220.127.116.11 (it was probably another version the last time, I can't remember).
I've tried reinstalling it, running it with administrator privileges, closing and reopening several times, restarting the PC, checking my internet connection... I also find annoying that when downloading the installation package I had to retry it several times. And for each update I need to do it again, heh. For anything else, my internet connection works flawlessly, i.e. downloading the Android SDK for GMS1 which I think I did the same day I got into the beta hahahah! (I set up the Android module, did a 3D dungeon tutorial and tried it on my phone while I was failing to make GMS2 to work for me).
Anyway, mainly I'm concerned because I hope to be able to get and use GMS2 when the release comes. And as it is right now I'm not feeling I will be able to. Has anyone else experience this? Any ideas/solutions?
Thanks in advance.
(Whoops, I should've grabbed your text about it only showing up after the Marketplace's arrival. Anyway, anyone can follow the link above to see the whole post.)
From what I recall, the obscenity/hate/etc. clauses (which I greatly appreciated) have been there since at least GM7, and I'm pretty sure before YYG with GM6. I can't recall with GM5.
Of course, as shown repeatedly over the years, YYG employ and GMC volunteer alike will not just discourage but encourage people in their EULA-breaking projects, making pretty pointless for them to have a forbidden list at all, which to be frank I greatly don't appreciate.
I will reiterate that I was not intending to revive certain arguments (although the tone of your response makes me question your own personal intent on that matter). The location where the prices have already been posted is fine as is.
In most industries, it is considered standard practice to enumerate to a customer what is included within a package when further details are requested. It is considered moreso when the customer is involved in any sort of development or production environment. That having been said, standard practices are not legal requirements and I readily acknowledged this in my earlier request, leaving no cause for the hostility in your response. A simple "That information is classified as confidential" would have sufficed.
Shady business practices implied by your hostile reaction and blame-placing aside, it is perhaps more concerning that you chose to blatantly ignore the other pertinent questions posed in my previous post. Nevertheless, thank you for responding at all.
My own experience lies primarily with GM4.x and GM5.x. I can state with some, though not complete, certainty that the EULA at that time did not yet prohibit the mere production of those sorts of material. This was well before YYG, Ltd. purchased the ownership/partnership rights to the GameMaker franchise and associated codebase. I think there may have been one clause in GM5.x which prohibited such material being distributed through the official GameMaker community message board, coinciding with a similar clause in the Terms of Service for said forum, but it did not restrict distribution through other channels.
Those clauses certainly have their place, especially when regards specific channels of distribution, but installing universal restrictions on development software is arguably not that place. Among other reasons, restricting what can be entered into character dialogue diminishes the realism and the associability of characters and further restricts the available thematic options for end-products. For an example, prohibiting hate speech impacts the suspension of disbelief in war-themed games and severely reduces the practicality of educational games covering certain periods of cultural history, such as the Civil Rights Movement of the United States of America.
What, precisely, do you mean when you state that "YYG employ and GMC volunteer alike will not just discourage but encourage people in their EULA-breaking projects,"? Are you saying that they simultaneously both encourage and discourage these projects, or that they refrain from actively discouraging said projects? Can you provide examples?
1. Have you read the EULA concerning creation vs. distribution? I'll quote it in a moment.
2. The wording is a little painful about drawing a line on making a statement that "race doesn't matter because we're all of the same blood anyway" by using a character's faulty racist dialog... I didn't remember it being that way. My faulty memory I figure. Hm... $:^ \
1. I don't believe I've ever read GM's EULA forbid creation. Posting such on the GMC, Steam, your Geocities HTML 3.2 website, etc., however, is forbidden, along with e-mailing to some third party, uploading to Usenet, burning to CDs to slide under people's windshield wipers, etc.
2. Despite the pain of some of the "letter," the "spirit" has a pretty obvious result: don't do this stuff / make it out like it's a good thing.
Sorry, typo. That should have read, "YYG employ and GMC volunteer alike will not just not-discourage but encourage people in their EULA-breaking projects..." That is, instead of the expected discouragement, or even a turn-a-blind-eye non-discouragement (and non-encouragement), there has been explicit encouragement. Since I don't like giving attention to such things, I'll see if I can't search for a couple publically available projects and comments off the top of my head right now and send their URLs to you via Conversation just so you know it's not me making stuff up and believing it (or even worse, knowingly spreading anything false). EDIT: Sent.
Have the script editor get improved? Unfortunately it's way too simple, very very basic.
High five guys
looks like mobile edition is out... interrupted everything I was doing and broke marketplace uploading for me