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I'm facing a bit of a crisis of confidence at the moment, and I'm not sure what the best option for me is.
For the past several months I've been working on a 'retro', pixel art, RPG, using a staggered isometric projection in GMS 1.4. This has been my first serious attempt at coding a game and my goal is to target mobile platforms, as well as Windows and Mac.
I'm really proud of what I've achieved so far, given that I'm a novice programmer... I've worked out the maths to implement the staggered isometric viewpoint and movement, I came up with my own tile based collision system, because I'm using Tiled to create the level data for the game I've created my own converter to take the enormous JSON exports from Tiled and turn them into my own heavily optimised binary files (that include all the object and collision data at sometimes less than 1% of the JSON filesize!), aiming to make the game more download friendly on mobile devices, I've got doors you can walk through, stairs you can go up and down, floors and roofs that hide and reveal themselves as and when, and all in all I think it's a pretty decent start for a noob.
The recent announcement that 1.4 was going to be 'sunsetted' next year has come as a pretty awful wake up call... I knew when I started the project that it wouldn't be around forever, but I'm ashamed to admit I hadn't considered that changes to the target platforms themselves might affect its functioning... My nightmare scenario now is that by the time I've finished the project, Apple or Google will change something that breaks GM and there'll be nothing I can do about it.
GMS 2 was announced a couple of months after I began... I signed up for the beta, but quickly realised that despite all the improvements, and it's billing as "the next generation of 2D development" it was not suitable for my project, due to some (In my humble opinion) glaring oversights... the inability to have overlapping tiles, and the abandonment of Y axis depth sorting.
I know the old depth system still exists in GMS 2, but testing it out resulted in frame rates of less than 25% of what I can achieve in 1.4, and the best alternative as far as I can tell that someone has come up with (all credit to them) is an awkward and expensive bodge using priority lists (and then that was only for use with a handfull of instances, not tiles). When asked about future plans for better support for isometric projection the most confidence inspiring reply has been "one day, but it probably won't be how you're expecting" :|
So I'm faced with a difficult choice... do I carry on developing in 1.4? (which I love, and has enabled a mathmatically challenged moron such as myself to code a better system than I thought I'd be able to... so far anyway), gambling that YoYo make changes to their new engine in the not too distant future (which I can't see happening... they spent years developing GMS 2 and I can't see them breaking it and making changes to accomodate a small percentage of users), which might pan out, or might leave me with a game that only runs on limited number of devices... do I switch to GMS 2 and hope that someone smarter than me can figure out a performance friendly way of dealing with isometric projection? Or do I take the nuclear option and throw away the months worth of work I've put in and switch to another engine? (I've been looking at Godot, but I'm struggling to understand the language... and the thought of having to start from scratch makes me feel nauseous!)
Or am I just being stoopid... am I unaware of some other way of dealing with the problem? I know I could draw everything as sprites in an asset layer, but that doesn't solve the depth problem... Someone suggested drawing tiles on two layers, and offsetting one of them... but frankly, what a ball-ache that would be, and I have enough layers to wrangle as it is.
Sorry for the epic post... thanks for making it this far... can anyone offer any advice?
For the past several months I've been working on a 'retro', pixel art, RPG, using a staggered isometric projection in GMS 1.4. This has been my first serious attempt at coding a game and my goal is to target mobile platforms, as well as Windows and Mac.
I'm really proud of what I've achieved so far, given that I'm a novice programmer... I've worked out the maths to implement the staggered isometric viewpoint and movement, I came up with my own tile based collision system, because I'm using Tiled to create the level data for the game I've created my own converter to take the enormous JSON exports from Tiled and turn them into my own heavily optimised binary files (that include all the object and collision data at sometimes less than 1% of the JSON filesize!), aiming to make the game more download friendly on mobile devices, I've got doors you can walk through, stairs you can go up and down, floors and roofs that hide and reveal themselves as and when, and all in all I think it's a pretty decent start for a noob.
The recent announcement that 1.4 was going to be 'sunsetted' next year has come as a pretty awful wake up call... I knew when I started the project that it wouldn't be around forever, but I'm ashamed to admit I hadn't considered that changes to the target platforms themselves might affect its functioning... My nightmare scenario now is that by the time I've finished the project, Apple or Google will change something that breaks GM and there'll be nothing I can do about it.
GMS 2 was announced a couple of months after I began... I signed up for the beta, but quickly realised that despite all the improvements, and it's billing as "the next generation of 2D development" it was not suitable for my project, due to some (In my humble opinion) glaring oversights... the inability to have overlapping tiles, and the abandonment of Y axis depth sorting.
I know the old depth system still exists in GMS 2, but testing it out resulted in frame rates of less than 25% of what I can achieve in 1.4, and the best alternative as far as I can tell that someone has come up with (all credit to them) is an awkward and expensive bodge using priority lists (and then that was only for use with a handfull of instances, not tiles). When asked about future plans for better support for isometric projection the most confidence inspiring reply has been "one day, but it probably won't be how you're expecting" :|
So I'm faced with a difficult choice... do I carry on developing in 1.4? (which I love, and has enabled a mathmatically challenged moron such as myself to code a better system than I thought I'd be able to... so far anyway), gambling that YoYo make changes to their new engine in the not too distant future (which I can't see happening... they spent years developing GMS 2 and I can't see them breaking it and making changes to accomodate a small percentage of users), which might pan out, or might leave me with a game that only runs on limited number of devices... do I switch to GMS 2 and hope that someone smarter than me can figure out a performance friendly way of dealing with isometric projection? Or do I take the nuclear option and throw away the months worth of work I've put in and switch to another engine? (I've been looking at Godot, but I'm struggling to understand the language... and the thought of having to start from scratch makes me feel nauseous!)
Or am I just being stoopid... am I unaware of some other way of dealing with the problem? I know I could draw everything as sprites in an asset layer, but that doesn't solve the depth problem... Someone suggested drawing tiles on two layers, and offsetting one of them... but frankly, what a ball-ache that would be, and I have enough layers to wrangle as it is.
Sorry for the epic post... thanks for making it this far... can anyone offer any advice?