Can we get the Filters and Effects in the sprite editor?
I would like to add to this request. Can we also have the ability to set the built in filters and effects like a shader as well like so:We have discussed this internally but nothing that we are ready to commit to yet
shader_set(built_in_filter_effect_x);
//some draw code
shader_reset();
effect_set(built_in_filter_effect_x);
//some draw code
effect_reset();
effect_distort_set(parameter args...)
//draw code
effect_reset()
IMHO their hekpdesk works a little like mail app - I've noticed that all my unanswered tickets seems to have "last update time" few days later than report times so for sure somebody looked into it, but didn't answered (maybe wanted to pass it to someone else), and it seems to be not displaying for hekpdesk staff on unreaded/awaiting list anymore. I may be wrong, but for me it looks that they are only checking "unreaded" tickets, cause I'm either getting answer in 24-48h, or I'm seeing "update time" changed in that period, and nothing happens for weeks.Even now I still have open requests, which are important for me.
Thanks for posting this thread, awesome idea!In the spirit of being open and honest we are looking to increase our communication with everyone.
We are kicking this off with an Ask Us (nearly) Anything thread her on the forums, you can ask us questions about GameMaker, YoYo Games, Opera, or GXC (please note that we will not be answering any questions about Lemmings, feel free to ask those on Twitter...).
We will endeavour to answer all of your questions and we are not putting a time limit on how long we will dedicate to responding, we will work through them all as they come up and feel free to post follow up questions if you have them.
Russell
draw_emoji("๐ฒ")
var ๐ฝ๐จ = instance_create_layer(๐.x,๐.y,"๐", ๐ฝ);
ctrl-gWill you add goto to GML?
shader shd_test {
#GLSL_ES
vertex(uniform, ...) {
//
}
fragment(uniform, ...) {
//
}
#HLSL
vertex(uniform, ...) {
//
}
fragment(uniform, ...) {
//
}
}
Off the top of my head, the first thing that comes to my mind when I see this is the ability to (re)compile shaders while the game is running. Probably a bit overkill for GameMaker, but that would be very interesting indeed for some of us...Just as a wonky thought, could shaders be embedded to scripts, so you wouldn't need separate shader asset type like if creation of shader is similar to function
class obj_controller : Object
{
#define solid false
#define visible true
#define use_physics false
void Create()
{
score_variable = 100;
some_text = "";
}
void Step()
{
score_variable++;
}
void DrawGUI()
{
draw_text(10, 10, score_variable);
}
}
I particularly hate XML and I think JSON is a thousand times superior, there are several reasons, I think it was great that they migrated.6) Why was XML left out of the possible data formats? Would XML become a part of the various other data save/load functions considering it's popularity?
Since SWF is dead for nearly year now, SVG would be a good replacement, even if it still would render converted vertex/polygon shapes. Good you mentioned it!Any plan to add SVG sprites (please I will love you forever if you add it)?
Please don't. It's pretty much dead at the moment apart from legacy applications and auto-generated config files. It's unworkable and unreadable. XSD doesn't add much benefit as well. I'd gather GM don't bloat the software with lesser options that can be easily adapted with your own code.6) Why was XML left out of the possible data formats? Would XML become a part of the various other data save/load functions considering it's popularity?
Yes, monetisation is high on the list of features coming to GXC. Exactly how it will look/work will be announced closer to release, however we will be offering several different ways of monetising games and allow creators to adjust based on which model suits them.Are we getting any monetisation features? Opera already has it's own Ads provider, so it seems a logical fit for the GXC.
Regarding commenting, I think for us to do this well we need to ensure the contents of the comments is moderated which we are not yet ready to commit to add. We will however be looking at multiple ways to allow creators and players to connect to get feedback and such, so once that is closer to being ready we will share more.Are there plans to add the option to get comments on games? The current rating system is okay, but being able to get comments from people would be a big help. Alternatively or as well as, it would be great to have a contact/file a bug button for people to let us know there's an issue. I've been playing a few games on the site and found bugs but there is no way to report them...
Definitely, basically everything you mentioning is something we want to add. It's one of the key things coming up, I can't promise any timeframe just yet since we just launched and a lot of focus atm on just making sure the platform work ok and engaging for both players and creators.Can we get some metrics support on our games as developers? Being able to see how many people have played the game, the length of time they played (and at what time they played), as well as the challenges they attempted, etc... would be really helpful when it comes to "targeting" releases, updates, and features.
This is tied into monetisation, most likely where you heard this was in relation to incentivised ads which will allow players to optionally watch an ad in return for a reward. Reward can be many things, it doesn't have to be virtual currency but some extra value in the game (such as getting a hint when you are stuck in a puzzle game).In another thread, there was mention of some kind of rewards system (IIRC). Some elaboration on this would be great... like is this going to be in the form of user badges or custom user banners or avatar broders, etc... for different actions? Or "GXC Coins" or anything like that?
We are always open to possibilities like this. Contact us directly with more details and we might be able to start a discussion. No promises though.Will there be a possibility for "GXC Exclusive" games? Would YYG/Opera be willing to entertain the idea of having this kind of exclusive content and possibly pay for it?
I'll be honest and say that I hope this doesn't happen... It's a problem that YYG faced in the past with the Sandbox, and I 100% understand why you'd say this is potentially a problem now.Unfortunately, I am seeing a number of poorly made semi-games(!) out there on your platform which not only damages the face of Opera, but also is not good at all for the face of GM itself. This probably will be a bad thing for the future of both Opera platform and YoYo.
Flash at its prime had A LOT of trash games, but that didn't affect its popularity (eventually Steve Jobs did it, but that's another story...). A more recent example is Unity, the true queen of trashware. In Unity case, trashware affected her reputation but steam was responsible for that, for allowing anything to be sold for real money in the steam store. As long as GXC does not sells trashware or half finished game, there should be no problem...Unfortunately, I am seeing a number of poorly made semi-games(!) out there on your platform which not only damages the face of Opera, but also is not good at all for the face of GM itself. This probably will be a bad thing for the future of both Opera platform and YoYo.
If this becomes a problem we might e.g. introduce some kind of "Approved by GXC" badge for games that can optionally be used while filtering for those users that want to exclude these types of games. However, we should be careful here as well to ensure we are not making hidden gems less discoverable, so it's a thin line to balance. Many different ways to do this, so can't commit to anything atm, likely we will explore many different ways depending on the types of games we see in the platform.I don't have any problems with them uploading and sharing those games with anyone and neither with those games being present on the platform as long as they don't appear listed in their respective genre categories and they don't appear when doing search. Get to them if you have a direct link? Ok. Seeing 100 of them appear when I search for something? Not ok.
A curator would simply flag them as listed/unlisted.
User of CN can't register the opera account normally.If this becomes a problem we might e.g. introduce some kind of "Approved by GXC" badge for games that can optionally be used while filtering for those users that want to exclude these types of games. However, we should be careful here as well to ensure we are not making hidden gems less discoverable, so it's a thin line to balance. Many different ways to do this, so can't commit to anything atm, likely we will explore many different ways depending on the types of games we see in the platform.
We have discussed this internally and may be bringing it as a more general option in the future. We still have more work to do to support Mobile browsers etc so we will wait until we have resolved the outstanding issues.Is the WASM export going to be made available as another general export option for web? Or is it going to remain GXC only? I can imagine that it's less "problematic" as an export and would probably be easier to maintain than the JS/HTML5 target...
We never plan on stopping development on GameMaker, what the versions will be called or numbered we canโt say yet.Maybe this is a stupid question, but it's a genuine one. Do you guys plan to keep Game Maker Studio for the next 10 years?
The old triggers in GMS were just a function that was evaluated and if true it then executed an event, this was very inefficient. The new Trigger system is quite different and is more like Unreal triggers where different types of triggers (areas or lines) can be placed in the room editor and then when a game object enters / leaves / hangs around then events can be triggered. These triggers can also have related objects that can be consulted in the event (so doors etc can be opened/closed easily). The goal is to make it easier for designers to be able to use them easily.Triggers used to be part of GameMaker in the old days, but were removed in the move to GMS1.x. What went into the decision to bring them back? If you're allowed to talk about this yet, how will they be different?
Probably fairly likely, the new particle editor will provide an easy to use interface that gives users all the same functionality that you can do with GameMakers current particle system in code. We will also have particle emitters as a resource that you can use within rooms, sequences etc.On a scale of 1 to 10, how close is my particle editor to being obsolete?
Yes, if you look at the web section of our roadmap you will see Marketplace V2, this will be a complete rewrite of the marketplace, resolving all the issues that we have not been able to address in its current codebase.Will the package manager be a part of a larger Marketplace overhaul?
Because American EnglishโฆWhy is there a "d" in "fridge" but not in "refrigerator?"
The current runtime is reliant on an index based system and we will not be upgrading that in its lifetime. We do have plans going forward from thereโฆ stay tuned. You should be able to do anything you want with structs, weโll not be adding anything new to any of the old data structures but may continue to fix any issues that arise.How close are we to seeing all of the old data structures functions superseded by struct-based implementations? I remember that's been part of the conversation since 2.3 was announced in 2019
This is a limitation to our first implementation of subscriptions, we are working on additional methods for purchasing and these should be available soon.This may a bit of a touchy subject, but it's kind of important to a certain slice of the demographic.
Right now, it seems like (correct me if I'm wrong) that the payment options for the subscriptions must always include a card, and a regular credit card at that. The direct card option (handled by stripe) obviously, but also Google Pay. While you can for example link your Paypal account to Google Pay, the Paypal payment method must be a credit card. No other method seems to work, which is very unfortunate in regions, where credit cards are not a thing or prohibitive for a different reason.
It would be best if 1. Paypal could be used directly and/or
2. Google Pay via Paypal would accept other methods like Paypal balance or direct debit/bank collection.
Do you have any plans or thoughts regarding this?
We are not looking to improve the 3D support in the current runtime. We do have plans going forward but not in the short term.. but stay tuned...1. Do you guys plan to offer more support to 3D? I'm not saying full support with options fanfair and the like, but better capability of loading models and such in that regard?
Yes, the Marketplace is getting a complete rewrite, however it will take a bit of time.2. Will the marketplace ever get fixed and able to be uploaded too? (I think this was in the road map) If so any info you could give about that?
Weโve got plenty of Jams rumbling about in the planning stages and some big ones weโre excited to share if they come together. Weโll continue to support the always trusty GMC Jam and others like gm48. We now really encourage jam participants to upload their jam games to GXC when they are finished. Itโs a great way to get your jam games played and you may even win some of our upload prizes. More details to come on the November upload prize pool soon!3. Any info you can give about up coming opera Jams and such? I hear their was this raccoon that is more then willing to help organize that stuff *wink wink*
Our ultimate goal is to be the best 2D development environment that is recommended by all as the go to tool for making a 2D game. We are never planning to stop development as all of us here on the team are super passionate about game development.4. Probably a really interesting question, What is the end goal of game maker? not like "this is it guys game maker is no more!" but like, the best possible future goal of game maker studio as an ide?
We are not in a position to announce anything just yet. Stay tuned...5. Compute shaders, eta?
Not planned, please file a feature requestAny plans for this? layer_sequence_destroy(seq_resource) // Destroys all sequences in the room of that resource type.
Not in a position to discuss this just nowโฆ stay tunedโฆ.Will objects inside sequences get creation code and variables like the room editor?
Yesโฆ stay tuned.Is live coding coming?
We already support this, the GMS collision system supports the bounding boxes created in Spine, we have done for a long time. See https://manual.yoyogames.com/GameMa...Miscellaneous/skeleton_collision_draw_set.htm for more information on visualising these.Will Spine get multiple bounding box support?
Changes to our layers have been discussed internally, weโll release more information closer to the release of the new Room Editor.Is there going to be an all layer, or general layer, for the room editor?
If there is not already a feature request then please file feature requests for each of these (separately) and we will take a look. We do have a large backlog of feature requests and we have to prioritise them, so we cannot promise that we will implement them all.Are there plans for any improvements to two decade old features like: paths (adding bezier paths maybe?), motion planning (new settings, using structs?), grid pathfinding (also more settings, or ability to attach custom functions)? Will be there an option to define sprite fonts without using font_add_sprite, but from IDE (so each glyph can be adjusted)?
I suspect that Triggers will satisfy much of what you are talking about here, as they will have shapes (not just rectangles or ellipse) and they will be available at runtime.From new features, are there plans for something like adding markers/named points in room editor (or even areas), so their coordinates can be read at runtime (for example to spawn enemies, defining node graphs, or to define npc possible routes), or at least option to get instance x/y while we're in different room? Or option to define shapes for collisions in room editor, so we don't need to use sprites to define some boundaries, or use that data same as in previous part of this long question?
You can already do this in Sequencesโฆ you really should look at them. And you can have them within the room editor already.Are there any plans for morphing/skewing/distorting sprites (there's support for morphing in Spine sprites probably, if it cannot be re-used for it, then at leat something like with draw_sprite_pos, but for room editor)?
The long term plan is to move completely away from idโs and into references but the current runtime relies on those so it will not be within the lifetime of the 2.x runtime.Is moving away from id-numbered data structures in favour of referenced ones (stacks, lists, maps, grids) which will be automatically garbage collected still on roadmap?
We are not planning on anything other than cosmetic changes to the 2.x shaders so I do not think these changes are on the cards within that time frame. We do have exciting plans beyond 2.x thoughโฆ stay tuned.1. Could there possibly be some changes to the shader resources? E.g. I would love to be able to create a single vertex shader and reuse it between different pixel shaders. Or write a single uber shader and compile it multiple times with different#define
s.
We have no plans to introduce arguments to macros, as this turns into spaghetti very quickly and is not good for a teaching language (which is the remit of GML)2. I would love to see macros with arguments in GML, it would have some extremely convenient uses. Any plans on this one?
Stay tunedโฆ but not in the 2.x timeframe.3. Any chance that we could ever program (aside from extensions) in C++ (or generally something more performant than GML) in GM?
I believe we have your CV on file.4. Could you please hit me up if you ever start focusing on 3D in GM? I would be down for the job
This will be added soonWhy am I not able to see the GMS Linux beta on the downloads page?
Weโve got lots of exciting things planned for tutorials! We are planning on releasing a series of new project templates (to go with the new start page) and we are mainly going to be focusing our tutorials around extending these with various functionality etc.What's the future for official tutorials in GameMaker look like?
We already have a set of functions for this see the manual https://manual.yoyogames.com/GameMa...ter_Effect_Layers/Filter_Effect_Functions.htm There is one gotcha at the moment which is the filter/effect you want to use has to be referenced in a layer (we will fix this in a future release) it does not have to be visible just referenced.I would like to add to this request. Can we also have the ability to set the built in filters and effects like a shader as well like so:
or via specific built in effect functions like so:GML:shader_set(built_in_filter_effect_x); //some draw code shader_reset();
same thing really but maybe gives some additional control on your side for encapsulation on internal variations of implementationGML:effect_set(built_in_filter_effect_x); //some draw code effect_reset();
or even more specific since different effects have different parameters:
GML:effect_distort_set(parameter args...) //draw code effect_reset()
Yes, we plan on overhauling GameMakers audio abilities. Not details are available yet.. Stay tuned.Will the sound engine evolve: real-time effects?
Weโve been making big improvements on this front1. I want to say: GMS is great and I love using it for 6years now, I even was able to build a business ontop of it.
Now my critical question:
Will there be a better customer support? In the past I sometimes had to wait over 1 year for a bug fix, which was essential for me.
Even now I still have open requests, which are important for me. If it would be open source, then I could fix them myself.
Thanks!
View attachment 44137
GMS2 is more complicated because of layers and how they are handled (than GMS1 was) which makes this non-trivial but it is something that we have been discussing internally, we just need to work out the best way to do it without painting ourselves into a photoshop only corner.1. Will there ever be support for editing resources using external software? (This used to be a thing). I'm having headaches when trying to import lots of sprites from aseprite to gm.
Unfortunately not2. Pointers in gml?
Not in the 2.x timeframe but we are looking at better font support going forward.Thanks for posting this thread, awesome idea!
I can't get enough emoji in my life . When will Yoyo implement a GameMaker Studio emoji campaign that'll bring easy emoji to the masses?
1. Will devs be given the tools to add emoji into their games with minimum effort? IE, if I want a burger/cat/tree floating on screen, within an object I'd like to execute;
GML:draw_emoji("๐ฒ")
Unlikely, this sounds like a terrible idea..2. Will devs ever have the ability to type and execute emoji within their source? For example;
Thank you for such awesome progress in GMS2!Code:var ๐ฝ๐จ = instance_create_layer(๐.x,๐.y,"๐", ๐ฝ);