Kezarus
Endless Game Maker
Thanks a ton for recording this video call @rmanthorp ! I will watch it for sure! =]
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I believe there will be lot of people, and if there would be possibility to ask questions, they wouldn't add form for sending them in first post. We gonna be for sure muted and not allowed to share video.Will the participants have the authority to speak and ask questions live in the zoom meeting,
I see. I just wanted to ask because I wasn't sure what kind of thing they were going to do. Thanks for your replyI believe there will be lot of people, and if there would be possibility to ask questions, they wouldn't add form for sending them in first post. We gonna be for sure muted and not allowed to share video.
Thats a great point. If education is something they want to focus on.I deliver a lot of Gamemaker training to kids and teachers, both online and in schools. The sprite editor makes it so easy for kids to pick up Gamemaker, draw something, and get it working without having to go off and find another application (not that they can install anything in schools) save sprites, import in to Gamemaker and then repeat. A good sprite editor gets them up and running quickly as they don't need to leave the software and add another level of complexity to what they are learning.
Chat will be open (as long as we don't have any bad players) so if we have time at the end of the call we might take some chat questions!Ross, will you be taking questions live from viewers, or will it be more of a one-way interaction?
Hoping, the Director's cut and IMAP versions -with subtitles on several languages- will be available for order, soon - for Elders, die-hard indies & fans preferably at a price discount!...we'll have the recorded video up for everyone as soon as we can!
Well they can't please everyone, as they have global audience.Why it's 1clock AM.....
Glad you put us last, cause it's 4am here. Am I crazy? loland Australia.
Not my fault you are further East than everybody elseGlad you put us last, cause it's 4am here. Am I crazy? lol
That's a shame. No problems for me. Congrats on the session guys, it was really well run, and professionally presented. It moved at a nice pace, and the discussion between presenters flowed nicely. Thanks again for the transparency, and for sharing what information you could in this manner.I for sure got some big lag, as people were already saying "Thanks, bye!" while I was still listening to last answer
Wasn't that bad, as zoom kept me in until video really ended, so it finished with same lag and I was able to hear everything, I just got lot of spoilers in chat windowThat's a shame.
Jeff stole the words from my mouth,a lot of the questions that did get concrete answers weren't really burning questions, and many of the answers for the more burning questions were extremely vague.
Yeah, I don't GMS to try compete with Unity or UE4 with 3D.3D support came up a lot and while we are not saying no - we are saying our focus is on 2D. That makes a lot of people happy because some believe that we should ONLY ever focus on 2D and never want to see 3D support. Yet a lot of people ask for 3D support.
Yup I agree....so some small support isn't bad, but for sure that shouldn't be a priority.
Indeed... even the old GL ES version used in GMS1 had support for cubemaps, for instance, but GM doesn't have support for them so you can't use them in your shaders.The main thing with 3d support people want isn't so much like them implementing model loading and animation. It's more like them giving us access to the full pipeline where possible. Previously for example, we had no shaders. You were extremely limited on what you could do with that. Things like adding the Window handle access function helped at a time. But direct access to buffers(as mentioned above) is part of the things we are missing, and things that force certain limitations on what we can even add to the 3d stuff. We don't want the 3d features so much....we want the exposure to the internals so we can make them ourselves...that's all that can be expected from a perspective of the 2d focus this software is on.
updated shaders
Geometry Shaders
Exposure of Shader compilation and upload(maybe integrating the build-time converter via extension)
Texture reading in vertex buffer(if it doesn't get added via updated shaders)
3d textures
cubemaps
GLSL ES MRTs(if not included in shader updates)
Stencil buffer access
I completely agree that sooner or later GM will have to improve on 3D. There's not much you can keep adding to 2D for years.. especially if you're trying to grow your userbase. I've been a GM user since 2001 and honestly the whole "focusing on being the best in 2D" thing should be dropped, and this is coming from someone who's planning to stick to 2D game development. The reason why is because there are already several 2D+3D combined game engines that offer a lot more in just 2D than GM right now, it's far from being the best in 2D if we are being honest here. Instead move the focus to being the most user friendly engine out there, that's what made GM popular back then and I'm sure it is still its strongest point.They might focus on 2D, but no way will they avoid adding 3D. 3D will eventually happen with time, even if it is 10 years from now lol. It might not be great 3D, but as long as I can make Pikmin for Gamecube, or Ocarina of Time for 64, then I and many others will be happy lmao. Releasing Gamecube or Nintendo 64 quality 3D games onto Steam would be awesome. And I believe that making 3D games in GM would be the easiest engine to make a 3D game, simply because the syntax is short, the manual is easy to understand, GML is simple, and the IDE is very user friendly.
I am happy to see a new hire dedicated to updating extensions such as Spine. I thought we wouldn't get a Spine update for a few more years.
The video was great overall.
I don't know enough about 3D to know what to ask for, really... which is why I'm so loud about getting better 3D support for GM so I don't need to know everything myself@Yal I guess since I'm one of the people in this topic mentioning this(despite the fact that I'm not really one of the guys doing the 3d stuff, rather just vouching for the needs), Russell directly asked me what we are looking for as far as exposure. I've included the following things in my responses. Feel free to add more and I'll shoot them his way.
Texture reading in vertex buffer(if it doesn't get added via updated shaders)