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OFFICIAL GameMaker's 20th Anniversary

Discussion in 'Announcements' started by rmanthorp, Nov 13, 2019.

  1. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    Happy birthday, GameMaker!! :D:banana:

    There will be a few more things to share in the coming days but for now, you can read about our celebrations below:

    https://www.yoyogames.com/blog/541/gamemaker-s-20th-anniversary

    Join us in sharing your best GameMaker memories! :squirrel:
     
    jackquake, Roa, Galladhan and 14 others like this.
  2. True Valhalla

    True Valhalla Full-Time Developer GMC Elder

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    Wow! 20 years...it's been quite the journey, hasn't it? Congratulations to everyone at YoYo Games for reaching this milestone. GameMaker has been such an integral part of my life for so long and I'm incredibly thankful that's still the case today.
     
    Last edited: Nov 13, 2019
    Roa and rmanthorp like this.
  3. GMWolf

    GMWolf aka fel666

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  4. matharoo

    matharoo Udemy Instructor

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    Can't wait for the 2.3 beta. Also, 20 is a great theme for the jam. So many possibilities!
     
    Cpaz likes this.
  5. gnysek

    gnysek Member

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    It's great that all those GML changes are coming in time for 20th anniversary. A good gift for GameMaker and it's users.
     
    Cpaz and nacho_chicken like this.
  6. 2Dcube

    2Dcube Member

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    Congratulations!
    Although it's always evolving at the core I think it has not actually changed much - which I consider to be a good thing! Here's to another 20!
     
    TehPilot, nacho_chicken and matharoo like this.
  7. Andrey

    Andrey Member

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    it's exciting for me.

    And for me to work in GMS2 is a real pleasure!

    You guys were great!
     
  8. Skeletor

    Skeletor Member

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    Nothing like making the announcement right at the last minute.

    I'm in :D

    [edit]
    I just saw your post @rmanthorp, in the other thread. I see the hold off was intentional now. Hopefully heaps will enter. It should be good.
     
    Last edited: Nov 13, 2019
  9. Cpaz

    Cpaz Member

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    Really looking forward to those GML changes!
    I'll have to see what my schedule next week is like, I might consider participating in this jam!
     
  10. Skeletor

    Skeletor Member

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    I like this idea actually. I only have to code three lines of code a day to create the game in time. Sounds like my speed.
     
    2Dcube likes this.
  11. zendraw

    zendraw Member

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    how do you define 20 lines of code?
    anything that ends with ; is counted as a line?
     
    Skeletor and Zhanghua like this.
  12. Zhanghua

    Zhanghua Member

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    Are you ready?
    Are aye captain!
     
  13. Skeletor

    Skeletor Member

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    Definitely.

    No cheating my cramming what would be normally 1000 lines to one line of code.

    I am talking correctly formatted well crafted lines.

    If there is 30 semi-colons in the source code. That would be 30 lines to me.
     
  14. zendraw

    zendraw Member

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    and i can make as meny object as i please? ofcorse they wuld be limited becouse of the code, but still.
     
  15. GMWolf

    GMWolf aka fel666

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    Code:
    if (i += 5){}
    
    Or is that not legal GML?
     
  16. Yal

    Yal GMC Memer GMC Elder

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    Woo, let's go on a trip down memory lane! :D

    I've been using GM since before 2006 sometime... I wasn't particularly good at keeping logs, so I don't know exactly when I started, but I've got an old game build that was released in "summer 2006", so that's what I'm going on. And let's face it, anything I made before 2006 probably wasn't worth remembering anyway :p I've been using Game Maker since 6.1, and I've mostly kept away from all the cool advanced features, doing stuff by combining the simple basic features in complicated ways instead (in other words, the Unix way). Maybe I'm somewhere on the stupid and stubborn spectrum, but I've usually had my code work the first time I tried it as a result of keeping things simple.

    Gun Princess was made in GM 6.1 and essentially was a Cave Story ripoff. My goal was to "have Cave Story BUT MORE" so I made dozens of guns (most of which are unbalanced like all heck and completely redundant), hundreds of rooms (to the point my potato computer couldn't handle them and I had to put them in external files), and made hidden areas in hidden areas in hidden areas so there was tons of stuff to explore. The game had a soundtrack made from equal parts XM chiptunes and MIDI files, made before I learned how to make music, and one of the "modding friendly features" had an arbitrary code execution exploit.
    upload_2019-11-14_0-22-45.png
    Those were the days. And the game was run through the GM6-to-vista-converter, so it's still playable today if you feel like torturing yourself!


    Coincidentally, I made a break on actively developing that game to make an entry for one of the old Yoyogames competitions, Heart of Ruin: Final Columbus, which to this day is the largest project I've ever finished. Or, well, whether I finished it is debatable. GMS1 rolled around, and execute_string got deprecated, so I had to abandon it when GM8 stopped working. At that point I'd added in like 12 secret dungeons and 15 weapon upgrades, which had reduced the code base to a heap of duct tape and toothpicks held together with actual ducks instead of duct tape. It was also the first project where I used GML instead of D&D, resulting in some of the most unreadable code ever known to mankind.
    upload_2019-11-14_0-27-20.png
    It's basically a better version of Gun Princess, but it suffered from me frontloading a million dialogue lines in the beginning (so you get bored of all the plot before you get to do any actual gameplay), and most of the dungeons basically just are filled to the brim with enemies to chew through with very little in the form of platforming, exploration or area gimmicks.
    Fun fact: one of the elite enemies is the Smiley Cog, the controversial GM8 logo that ended up getting scrapped after user complaints! I was one of the supporters of that logo.


    I currently don't really work on a "game" project... I'm doing preproduction stuff for a massive open world cyberpunk tactics RPG, but the project has been growing for close to a decade and I'm terrified to ever start working on it. The stuff I've been releasing lately has all been commercial game assets (usually project files), keeping in line with my tradition of being helpful and a cheapskate :p (Or maybe it's me not having the determination to finish a full-scale project anymore these days, who knows). Currently I'm working on a be-all, end-all metroidvania engine that's been in progress since February, and I'm writing a 200-page detective noir novel to use for worldbuilding purposes / brand recognition / write down how the world WORKS for that RPG later. I've also learned to actually compose music that don't physically hurt you. It's been a fun 20 years, that's for sure. Let's make it 20 more! :D
     
    Roa likes this.
  17. Skeletor

    Skeletor Member

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    To me that is fine. There is only so much you can throw inside the braces before you hit a semi-colon. ;)

    A semi-colon is pretty definitive. There is no arguing that this isn't the end of the road then.
     
  18. Yal

    Yal GMC Memer GMC Elder

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    I believe the canonical way is
    Code:
    do{ /*all your code here*/ }until(true)
    
    C code standards often recommend using "do -- while false" to wrap macros so they can't bleed into adjacent code, GM's counterpart would be "do -- until true".
     
  19. Skeletor

    Skeletor Member

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    Do whatever you want. I'm not the one running the jam or setting the rules.

    I am just choosing the direction that I'd like to personally go as a challenge to myself. I'm not telling anyone what they can or can't do. Doesn't worry me what you want to do. :)
     
  20. Yal

    Yal GMC Memer GMC Elder

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    Instead of only using 20 lines of code (which is just an annoying rule to make things harder without making them more challenging), how about a challenge that every line of code must be exactly 20 characters long? (And you can't use more than one space in a row, or end a line in a comment). Some built-in functions can't be used at all because their names are too long, and you gotta keep logic terse and variable names short. And figure out creative ways to pad the end of code blocks.
     
  21. Skeletor

    Skeletor Member

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    Sure, if that's the direction you'd like to take. :)
     
  22. 2Dcube

    2Dcube Member

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    Or use only 20 variables. You'd have to reuse old ones cleverly if you need more. It works great with Game Maker because there are no type restrictions.
     
  23. Toque

    Toque Member

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    I was wondering why sequences was secretive. Part of the anniversary thing. Makes sense. Can’t wait to play with it.
     
  24. Skeletor

    Skeletor Member

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    I'm five lines in already and have something playable. Leaves me fifteen lines to polish the game.
     
    Last edited: Nov 14, 2019
  25. 2Dcube

    2Dcube Member

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    Nice. Speaking of which, you could easily make a game by using only built in variables, so maybe "use only 20 variables" is not a good idea.
     
    Skeletor likes this.
  26. Samuel Venable

    Samuel Venable Time Killer

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    Last time someone bragged about line numbers like this it was Lonewolff. I can only imagine who this guy is...
     
    rIKmAN likes this.
  27. rIKmAN

    rIKmAN Member

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    What better way to celebrate GameMakers’s 20th birthday than to create your 20th account?
     
    Samuel Venable likes this.
  28. zendraw

    zendraw Member

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    im just tryin to get an idea of what i can do, like do setting variables for keys also count? stuff like that.
     
  29. Roa

    Roa Member

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    just so its clear.... you don't need to abide by 20x20 res, 20 lines of code, or 20 hours. Those are just ideas. The theme is 20, what ever that may be. I'd rather not see a bunch of crappy 20x20 res games to celebrate the advancements a game engine has made in 20 years XD
     
    thaaks, nacho_chicken, Yal and 3 others like this.
  30. Yal

    Yal GMC Memer GMC Elder

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    Well, I finished my entry to the jam, 20w0 Keeper! I've been super obsessively hacking away for the last 24-ish hours, because I got really infatuated with my maths zoo idea. It's super short, but considering how many of my projects died from being too bloated, it's probably for the better with a short-and-sweet thing than something that overstays its welcome.
    upload_2019-11-14_23-54-28.png
    Also for the first time in a VERY long while, it's not a platformer game repurposing old assets, I actually tried to do something with the theme instead of shoehorning it in at the last second :p

    Oh, and the source file is included, so you can look at all my horrible variable naming conventions for yourself for the first time since... when did I release an engine last? February?
     
  31. 2Dcube

    2Dcube Member

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    If you don't finish in time, just say it's intentionally only 20% done.
     
    Roa and Yal like this.
  32. Yal

    Yal GMC Memer GMC Elder

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    Oh yeah @rmanthorp , does entries need to be made in GMS2 to be valid or can they be made with any version of Game Maker? I made mine in GMS1.4 since I'm a dinosaur, and I've seen some people discuss making their entries in GM1 (as in Game Maker 1, not Game Maker Studio 1) as a challenge... there's a community topic over on Itchio asking about this, but last time I checked there was no official word on it yet.
     
  33. Roa

    Roa Member

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    It's not stipulate, so its all fair game. Plus it would be ****ty to clarify rules now. As long as it runs on a modern OS without backfips, it should be okay.
     
  34. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    Yeah! Other GM versions are fine!
     
    Yal likes this.
  35. flerpyderp

    flerpyderp Member

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    There is an unanswered question on itch.io about how to submit the source code to yoyo privately while keeping the project page public. I'm interested to know the answer, I assumed you just had to make your project file public too.
     
  36. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    I've replied on the itch.io : )
     

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