OFFICIAL GameMaker Studio 2 - Roadmap update

Discussion in 'Announcements' started by Mike, Apr 1, 2017.

Thread Status:
Not open for further replies.
  1. rui.rosario

    rui.rosario Member

    Joined:
    Jun 21, 2016
    Posts:
    476
    @Samuel Venable I think @Mike made a rhetorical question, meaning that if it isn't in the roadmap then it probably isn't being considered.
     
    Kuro and Mike like this.
  2. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,042
    I was aware of that. The point being, I found his response a little rude. It's no big deal.
     
    Rukiri, rui.rosario and Cpaz like this.
  3. Rukiri

    Rukiri Member

    Joined:
    Sep 25, 2016
    Posts:
    115
    I was aware of that as well I mean...c'mon it's the most common "2D" feature of any game engine in the last 10 years! Yes, Game Maker has shape collision but with physics only, you don't need physics in a RPG... I mean, why neglect such a common feature amongst every game engine? You guys would probably need to bring in rigid and kinematicbody as well.. very easy should just be a simple check box in the object or uncheck it and it works as is right now.
     
    Posh Indie likes this.
  4. tua

    tua Member

    Joined:
    Mar 27, 2017
    Posts:
    1
    Will macOS IDE Public Beta be released next week? I'm a little bit worried because Q2 is almost over.
     
  5. Ragarnak

    Ragarnak Not Ragnarök Forum Staff Moderator

    Joined:
    Dec 29, 2016
    Posts:
    948
    @Rukiri: Sorry to hear that you feel that way, but I'm pretty sure that Mike didn't mean to sound rude. To be honest, this announcement has gradually turned into a Q&A over the course of its existense. Let's use this topic for discussing the update itself rather than asking for new potential roadmap items. YYG has a mechanism in place to allow GM users to make their suggestions, but this topic sadly is not a part of that. No need to be disheartened if you don't get the reply you were expecting here.

    In fact, a suggestion about a similar feature on the bug tracker was assigned not too long ago. It might get added down the road, not just in the current roadmap's timeframe. Lots of probability there.

    @tua: YYG (usually) don't pre-announce release dates. You know only when it actually happens. Q2 isn't a hard deadline, for that matter. It might as well be released a couple of weeks into Q3. Or perhaps the next moment. Who knows.
     
    tua likes this.
  6. Kuro

    Kuro Member

    Joined:
    Feb 21, 2017
    Posts:
    237
    I have an on topic question about something that's currently on the roadmap. What are YYG's plans for the Garbage collector? Is it going to be an optional thing we can call only when we want it, or is it going to be doing its own thing with few options for fine control from us?
     
  7. rwkay

    rwkay YoYo Games Staff YYG Staff

    Joined:
    Apr 12, 2016
    Posts:
    1,048
    @Kuro - we will definitely have an on/off for the Garbage Collector, but I suspect there will not be a lot of fine grain control apart from that, it's not like we currently have any destructors or finalisers (NOTE: Instances do not count as the room/layer keeps a reference to them even if you do not).

    The current explicit creation and destruction will still be there... Garbage Collection will be used for more transient (lite objects).

    Russell
     
    Kuro likes this.
  8. GMWolf

    GMWolf aka fel666

    Joined:
    Jun 21, 2016
    Posts:
    3,184
    Will the garbage collector work better than the one in place for arrays? My last test indicated it did not know how to deal with cyclical references.
     
  9. rwkay

    rwkay YoYo Games Staff YYG Staff

    Joined:
    Apr 12, 2016
    Posts:
    1,048
    Yes the Garbage Collector handles cyclical references just fine (Yes I have it working in an experimental form, but it needs a lot of work before we can release it) and we made it primarily because of that issue with arrays and tidying them all up properly (along with maps and lists, which have similar issues).

    Russell
     
    rIKmAN, Storyteller and GMWolf like this.
  10. xDGameStudios

    xDGameStudios Member

    Joined:
    Sep 15, 2016
    Posts:
    564
    Some time ago I posted to ask for some advanced abilities for the timeline...
    My initial ideia was to use the timelines functionalities for building a tween system.

    1) being able to add multiple scripts to a point in time...
    2) add the possibility to reverse the timeline....
    4) add the possibility to pass arguments to the timeline scripts...
    5) allow multiple timelines at the same time (one to control the alpha and one for the position, for example)

    ...

    When I posted this topic the answer from the crew was that timelines were going to have a revamp but nothing appeared in the roadmap. Was that ideia forgotten of abandoned?!

    for example:

    timeline_moment_add_script(tl_move_tween, 0, scr_move_to, [10, 2]);
    timeline_moment_add_script(tl_move_tween, 1, scr_move_to, [12, 2]);
    timeline_moment_add_script(tl_move_tween, 2, scr_move_to, [14, 2]);
    timeline_moment_add_script(tl_move_tween, 3, scr_move_to, [16, 2]);
    timeline_moment_add_script(tl_move_tween, 4, scr_move_to, [18, 2]);
    timeline_moment_add_script(tl_move_tween, 5, scr_move_to, [20, 2]);

    the last argument [...] could be an array with the arguments to be passed (this could be the position to move to).
    also allowing multiple scripts per moments would be awesome... even if it is only through code!


    PS: Also GUI components would be great and though I'm pretty sure they will be added... they are not in the roadmap (are there some surprise/bonus hidden items not displayed in the roadmap? ;) )
     
    Last edited: Jun 30, 2017
  11. john5879

    john5879 Member

    Joined:
    Jun 4, 2017
    Posts:
    2
    I've been trying on and off game development for years. After often being disappointed in the time it took me to progress, I'm kind of over trying to get better at coding, I accept that I'll never been good at it. I'm delving into gamedev again, after maybe more than 2 years, and now I'd like to feel like I'm progressing instead of being stuck on simple mechanics for days, which is what led me to Game Maker. All that to say, right now runtime autotiling is very, very sorely lacking for me. I have been looking into autotiling for days, and admittedly I've learned some things, but as I said I'm just not very good, and I'm sure what I've been trying to do (TBS-style fog of war) isn't that hard, plus the use is only cosmetic (I can get big, square black and transparent tiles fine), so it's frustrating to feel stuck on it.
     
  12. Yal

    Yal Member GMC Elder

    Joined:
    Jun 20, 2016
    Posts:
    3,312
    Looked it up, and it indeed seems a bit complicated...
    • First you create a layer
    • Then you create a tilemap in the layer
    • THEN you can start adding tiles with tilemap_set or tilemap_set_at_pixel
    I think the hurdle here is that it's not clear from the examples in the manual what the data you'd actually PLACE in the tilemap is from the examples, for instance, if you'd want to place a certain tile, how would you get its ID from the tilesets? I'll assume tile 0 is the top-left corner of the tileset (the eraser) and then tile 1 is the one right of that, tile 2 the next one, etc, but that's just an educated guess. It's also not clear whether tiles are automatically tiled when you place an autotile or whether you manually need to compute the ID.

    Anyway, hope this helped somewhat.
     
    JAG and Justice like this.
  13. xDGameStudios

    xDGameStudios Member

    Joined:
    Sep 15, 2016
    Posts:
    564
    What if you created your map as usual,
    Then create a tilemap layer above it... and fill it all with a black tile ;) then make this tilemap layer hidden (you'll have to make it visible when the game starts). Then just clear the tiles you want to reveal the map beneath it.... as your player walks ;) using tilemap_set_at_pixel as @Yal said ;)

    EDIT: now that I read my post you can make the fog layer programmatically, just create a layer and fill everything with an opaque tile. :)
     
    Last edited: Jul 9, 2017
  14. Yal

    Yal Member GMC Elder

    Joined:
    Jun 20, 2016
    Posts:
    3,312
    I think they wanted nice corners and stuff to the fog, not just every cell of fog being a featureless rectangle.
     
  15. xDGameStudios

    xDGameStudios Member

    Joined:
    Sep 15, 2016
    Posts:
    564
    Oops my bad then ;)
     
  16. Gargo

    Gargo Member

    Joined:
    Mar 10, 2017
    Posts:
    14
    Don't you plan autolayout which allows to align sprites and objects to any side (not top left corner only)? It is already implemented in Unity, WPF, xCode, html and etc.
    I have also found the following properties:
    • instance.bbox_top
    • instance.bbox_bottom
    • instance.bbox_left
    • instance.bbox_right
    • instance.sprite_width
    • instance.sprite_height
    But the problem is they are readonly.
     
  17. GMWolf

    GMWolf aka fel666

    Joined:
    Jun 21, 2016
    Posts:
    3,184
    They are read only, but you can manipulate them with other variables (x, y and image_xscale, image_yscale )

    I have already suggested they make them modifiable but it's apparently not something they want to do.
     
  18. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    If you mean the pivot of the sprite, you already can do this.
     
  19. Gargo

    Gargo Member

    Joined:
    Mar 10, 2017
    Posts:
    14
    I mean I want for example to place a square object into right bottom corner and its size and distances to right and bottom sides should be fixed independently from the device resolution

    And using pivot in this situation is a bad approach because pivot belongs to a sprite. So if I need a number of similar objects but with different alignment I need to duplicate the sprites
     
  20. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    I'm not entirely sure what're you're trying to do.
     
  21. Kuro

    Kuro Member

    Joined:
    Feb 21, 2017
    Posts:
    237
    Is it for a GUI?
     
  22. Gargo

    Gargo Member

    Joined:
    Mar 10, 2017
    Posts:
    14
    No, for objects in general. I want to create a scrolling shooter and stretch enemy waypoints (in gamemaker it is called "path") only, not enemies' sprites
     
  23. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    What do you mean by "enemy waypoints"? Paths are used to move objects around in a predefined pattern or to be changed at runtime to hold a path that an AI will use.
     
  24. WindCat

    WindCat Member

    Joined:
    Jun 21, 2016
    Posts:
    9
    GameMaker Studio 2.1.. Amazing!
     
  25. Rukiri

    Rukiri Member

    Joined:
    Sep 25, 2016
    Posts:
    115
    I see tile-collision as on the roadmap, does it just check the tile_grid or does it check if there is a solid pixel available in the cell? Or is it user defined?
     
  26. GMWolf

    GMWolf aka fel666

    Joined:
    Jun 21, 2016
    Posts:
    3,184
    Nikles and Kuro like this.
  27. Ozmelk

    Ozmelk Member

    Joined:
    Aug 31, 2016
    Posts:
    29
    We really need dynamic auto-tiling.

    I was informed that runtime auto-tiling is on the development roadmap, and so is generating a 47-tile set from a basic set of 5 tiles.

    That's exciting, but is there any ETA on that, or is that just general ideas they have planned, which could take them months if not years to implement?

    It would be nice to know how soon that feature might arrive, in order to decide if its worth waiting or creating something on our own.

    https://forum.yoyogames.com/index.p...-no-dynamic-in-game-autotiling-in-gms2.30905/
     
  28. Yal

    Yal Member GMC Elder

    Joined:
    Jun 20, 2016
    Posts:
    3,312
    Right, forgot to regurgiate the stuff I'm suggesting for every new GM version... Could we have the Room Start event renamed to "Enter Room" and then get a "REAL Room Start" event that's only run the first time you enter a persistent room [and every time you enter a non-persistent room]? And also instance_activate_object_region() and instance_deactivate_object_region()? :p
     
  29. Rukiri

    Rukiri Member

    Joined:
    Sep 25, 2016
    Posts:
    115
    This is why it would be SO MUCH EASIER if GML had basic init, update (_fixed_update for physics) instead of needing a new command for everything... GML does a lot right and so much wrong.
     
  30. FlameRooster

    FlameRooster Member

    Joined:
    Feb 14, 2017
    Posts:
    85
    Will "Paths" get any improvement this year? I feel they are difficult/unfriendly to use. Or is that just me?
     
  31. Falconsoft-Industries

    Falconsoft-Industries Member

    Joined:
    Dec 14, 2016
    Posts:
    174
    The path system works perfectly but having a particle resource on the resources tree with a particle editor would be nice oh and a shader editor that has a checkbox for create using gml mode for shader label, also leaving that unchecked on 1 particular shader whilst editor is open will give an entire library of tools to use, just like the one in construct 2 by scirra so we can outcompete them.
     
  32. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    Shaders aren't written in GML though, they are made with one of the shading languages supplied by GameMaker.
    And I think that a better idea would be a visual shader editor like the one for DnD, instead of a bunch of premade effects.
     
  33. kburkhart84

    kburkhart84 Firehammer Games

    Joined:
    Jun 26, 2016
    Posts:
    461
    A visual shader editor/creator would be nice...I just kind of think it is somewhat out of the scope of what GM is really meant for. Shaders can add a lot to a game(even a 2d game), but I think there are other things that should take priority, things that are more useful. A better particle system(with resource type and editor) would be an example of a higher priority for me. Lots of what is on the roadmap would also be in that boat. Right now, you can write shaders using one of the shader languages...but unless you make your own particle system, the one currently in place sucks. I know they removed affectors, etc... because of performance, but I think those should actually be added back in. For PC games the performance is fine, and we would have to just manage our usage of them on lower-end platforms.
     
    Edmanbosch likes this.
  34. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    I completely agree. While a visual shader editor would be cool, other things take way more priority over it.
    Also, what are effectors? I started with GMS2, so I don't know much about past GM versions.
     
  35. kburkhart84

    kburkhart84 Firehammer Games

    Joined:
    Jun 26, 2016
    Posts:
    461
    Affectors were things that affected particles. There were forces, which could attract/repel particles from a specific point, to a general force in a single direction...and colliders that could change or destroy particles.
     
  36. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    Which version of GM were they added, and which version were they removed?
     
  37. kburkhart84

    kburkhart84 Firehammer Games

    Joined:
    Jun 26, 2016
    Posts:
    461
    If I'm not mistaken, they were added in GM7, but maybe it was before. And I'm understanding they were removed for GMS1.
     
    Edmanbosch likes this.
  38. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    Ahhh man. That stuff sounds very cool. It's a bit odd how they were removed for performance reasons.
     
  39. kburkhart84

    kburkhart84 Firehammer Games

    Joined:
    Jun 26, 2016
    Posts:
    461
    When they were working on GMS, they were adding the mobile platforms...those were not as fast as PC, so I can understand why they would try to get things going faster. But recently, mobile devices are much faster than they were, and PCs were easily able to handle those things before...so I think it would be a good idea to add those in. In fact, I'm considering(not decided yet) making my own particle system. It would be much better overall, allowing gradients and curves to design the particles parameters, instead of only 3 values(like it is now). There would also be an included particle system editor.
     
    Edmanbosch likes this.
  40. Falconsoft-Industries

    Falconsoft-Industries Member

    Joined:
    Dec 14, 2016
    Posts:
    174
    Then maybe YoYoGames should hire you to implement those features into game maker studio 2, as a plugin for those features
     
    kburkhart84 likes this.
  41. kburkhart84

    kburkhart84 Firehammer Games

    Joined:
    Jun 26, 2016
    Posts:
    461
    If they would hire me, I would do it. But I'd have to move across the pond since I live in the USA(I'd do it though for a good job like that actually). The problem is that I don't have a good resume or anything like that to try to get such a job...but maybe I could work on one! At the least maybe they could hire me to do remote work with them...I'd do that too.
     
    Edmanbosch likes this.
  42. Falconsoft-Industries

    Falconsoft-Industries Member

    Joined:
    Dec 14, 2016
    Posts:
    174
    Well I sent 3 sprites to incuvo from home, so hopefully one day they will use them in their ios/android game castle revenge.
    You could send the code to you created to YoYoGames by email from home and your house address for them to put the cash in by mail.
     
  43. method72

    method72 Member

    Joined:
    Aug 26, 2016
    Posts:
    5
    for each would be great!
     
    Kuro likes this.
  44. Edmanbosch

    Edmanbosch Member

    Joined:
    Jan 6, 2017
    Posts:
    180
    Why not just use collision masks with precise collision detection?
     
  45. steskle

    steskle Member

    Joined:
    Aug 8, 2017
    Posts:
    43
    [​IMG]
    I just got this.
    Do I have to uninstall and re-install GMS2 or does the update automatically overrides the old version of the program?
     
  46. Guest User

    Guest User Guest

    the installer will uninstall the old one on it's own, then install the new one. you don't have to do anything yourself except allow it to do so. (it'll ask you)
     
    steskle likes this.
  47. steskle

    steskle Member

    Joined:
    Aug 8, 2017
    Posts:
    43
    Thank you.
    This is the first time I use Game Maker on a Mac.
    I bought it like two weeks ago and I really don't want to lose everything already because I had an oversight.

    Thanks!
     
  48. Justice

    Justice Member

    Joined:
    May 8, 2017
    Posts:
    412
    Best practice is to backup your entire project before doing an upgrade and to use git to maintain a constant backup.
     
    steskle likes this.
  49. steskle

    steskle Member

    Joined:
    Aug 8, 2017
    Posts:
    43
    Of course.
    That's exactly what I did.
    Either way, the new version works fine.
     
  50. Kuro

    Kuro Member

    Joined:
    Feb 21, 2017
    Posts:
    237
    Not tried out the new version yet. The big question is; does every variable you've ever wrote still follow you around via the autosuggest or have they fixed that?
     
Thread Status:
Not open for further replies.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice