Maybe it was the version I used, but it would still rebuild the TPAGE if I hadn't done a thing to the project file's assets in days. What version number do you have? I haven't touched Studio since December, so maybe me complaining about it on the GMC got somebody's attention.
I currently use GMS 1.4 but I can confirm that that functionality exists going back as far as 1.2. Disabling backups helps a bit too if you hadn't done that yet.
Looks like I have 1.4 over here, so I'm at a loss to figure out what my end's doing. :specialed: Could've been a regression in the version I downloaded, so maybe an update would help. I do have backups disabled, though. That feature looked like a real rag on the HDD's lifespan. Almost wanted to uninstall Studio when I saw it doing that, until I found the option to disable backups.
And have the game running 100 times faster? No we cant have that. Tell someone about the 2 seconds compile times and they'll send you to the madhouse :v: Yes, at one point you'd have spend more effort fighting the engine than making your own. And if you want to work in the industry, 'Mad GM Skillz' wont get you places.
Especially not when Unity's the new standard for (easier) game making, anyway. Real programming languages as scripts is much better than GML, and makes the transition to C++ easier, if you need more flexibility than what Unity provides. (GML uses C++ syntax, but that never helped me get a grip on basic coding tutorials. :specialed: ) Game Maker is alright for 2D stuff, and I cringe at the idea of doing more than that with it. (TPAGES in modern GMs throw out any possibility of complex HD 2D sprite animations the most, I hate them.) I fight with GML enough as it is sometimes.
I am no defender of Game Maker Studio, I plan to jump ship after I finish the project. As it stands now the game is about 70% finished running on Game Maker Studio without any major issues. I'm not about rewrite a free fan game using another language, I'll save that for my next game. Also hi Zocker!!
Just wanted to say I really like what I see. Has a nice art style. I love the time-travel gimmick from Sonic CD and it's exciting that you've brought it back for Time Twisted. I assume you will be using the same Past, Present, Bad Future and Good Future idea from CD? So, four different versions of each zone? Looking forward to seeing the subtle changes to the level design and different colors in the Good Future. Good stuff.
awwww spoilsport!! xD I won't say anything more, though it's not the last StC fanservice you will see in Time Twisted^^ I'll promise there's enough for all of you Elson/Kitching/Dobbyn fanboys />/> You all have seen the panorama shot of Never Lake? What do you think, what it's based of? ^^ Edit: Sorry, I'm bit drunk at the moment, so hitting the correct qupte button seems to be quite a challenge
Thank you, the time travel feature is a huge pain in the ass so I'm glad you enjoy it. There will only be two time zones in TT future and past. The reason for this is it allows me to focus making each time zone very unique. Each timezone has some unique badniks and gimmicks, the layouts are unique in most cases. Beyond that each time zone has its own special stages and set of emeralds to collect. Big rings are hidden in stages similar to Sonic 3. You will have to travel between both time zones to get all fourteen emeralds.
I am hesitant to post much because I don't want to spoil the final game. But I made a video outlining my recent development on Sonic Time Twisted, mostly focusing on Special Stages. http://www.youtube.com/watch?v=xIuDeZ0UNT8 And below is a screenshot of Sunken Saucer Zone (not the level discussed in the video)