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New Game Maker Studio Sonic Engine To tide us over until AeSthEte.

#31 User is offline Tiller 

Posted 15 July 2013 - 03:40 PM

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I managed to slip through a wall and into the animal capsule point once while jumping after hitting warp speed on the circle. I can't replicate it again. The engine is holding up against all stuff I'm trying to break it with. Again very impressive.

Forgive my ignorance but how easy would it be to go 16:9 or widescreen with gamemaker? I still don't have much experience with it.

#32 User is online .Luke 

Posted 15 July 2013 - 03:54 PM

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Very easy, actually. Views can be expanded slightly beyond the basic 320x240, for more in-game pixels visible on camera, so that it stretches properly on a 16:9 screen, and GML give you a lot of flexibility too. If you're up to giving the end user lots of options in the GUI, you could support most resolutions under the sun, and provide custom options too.

Edit for better clarity, oops.
This post has been edited by .Luke: 15 July 2013 - 03:56 PM

#33 User is offline MalcomX 

Posted 15 July 2013 - 04:33 PM

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Question. I see it looks as if there's support for the partner following (I.e Sonic & Tails together), but I get this error every time:

############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object objPlayer:

Push :: Execution Error - Variable Get -1.state_release(100005, -1)
 at gml_Script_input_check_released (line 1) - with objProgram.controller[argument0] return state_release&argument1;
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_input_check_released (line 0)
called from - gml_Script_player_state_fall (line 14) - return false;


Maybe the system isn't complete yet? Or maybe I'm forgetting to set another variable?
This post has been edited by MalcomX: 15 July 2013 - 04:34 PM

#34 User is offline Overbound 

Posted 15 July 2013 - 05:12 PM

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Partner follow is not finished. I'm not sure if AeroGP is planning on finishing it or not.

My version of the engine already has widescreen.
Posted Image

AeroGP changed it not me. But it's my understanding that you can just change the view size from the creation event for objScreen. I haven't actually tried it myself though.
This post has been edited by Overbound: 15 July 2013 - 05:12 PM

#35 User is online .Luke 

Posted 16 July 2013 - 01:43 AM

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It shouldn't be hard to finish, and if I had Game Maker Studio right now, I'd probably play around with it myself. I had an easy enough time making a partner follower on my engine. It was mostly spawning a second copy of the player object, storing object IDs of both in variables, telling it upon creation, using its ID number, that it was Player 2, (So it would ignore the controls code, which I handled entirely in the step event.) defining which character skin it was going to use, and giving it its own code for following Player 1 in the step event, and this could only be triggered if the player object knows it's defined as Player 2.

The only annoying side effect, after implementing it, was having to make sure the rest of the engine was exclusively calling for Player 1's actual object ID, instead of obj_player directly, and when Player 1 needed help from 2, calling it by its actual ID; otherwise both players would be called and screw with the simplest of gimmicks, like swingable vines or Tails' ability to grab Sonic.

So yeah, not much to do, really. I didn't even need a second variant object for Player 2. Just spawning a slightly gimped player object, guided by my poor excuse for AI logic (Tails will think to jump if Sonic is ahead of him, and short wall is in his way; mostly simple stuff like that.) and input delays from Player 1. Although it's still something you always have to consider when writing code for any object that interacts with the player, (Like monitors and enemies.) so store their IDs in a way that's convenient for most objects to obtain whenever the players are alive, otherwise it will get very annoying to make even something simple as a pulley or door cooperate.

Outside of all that, you'd also have to worry about the follower flying out of view, and outside the instance deactivation range, as well, but with flying characters, writing a way for them to respawn is pretty easy. Although you can have non-flying characters drop in from above with falling animations as well.

#36 User is offline AeroGP 

Posted 16 July 2013 - 01:56 AM

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@... well basically everyone: Adjusting the screen size is as simple as changing objScreen's width and height variables in the create event.

EDIT:

@MalcolmX: Scratch what I wrote before.

// add controllers
controller[0] = instance_create(0, 0, objInput);
controller[1] = -1;

Game Start of objProgram. Change -1 to noone.

Spoiler

This post has been edited by AeroGP: 16 July 2013 - 02:07 AM

#37 User is offline Mr Lange 

Posted 16 July 2013 - 11:44 AM

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It's apparently in some weird "HTML5" format, .gmz, and refuses to import in Game Maker Studio.
Can you export this to a normal Game Maker project?

#38 User is offline KingofHarts 

Posted 16 July 2013 - 07:59 PM

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View PostAeroGP, on 15 July 2013 - 10:20 AM, said:

... You both do realize this is for Game Maker Studio, right?


...Yes. Again, I cant get it to port under Studio... I get the same result each time.

#39 User is offline AeroGP 

Posted 16 July 2013 - 09:23 PM

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View PostMr Lange, on 16 July 2013 - 11:44 AM, said:

It's apparently in some weird "HTML5" format, .gmz, and refuses to import in Game Maker Studio.


Does it give an error code, or is it simply not showing up in the dialog box?

View PostKingofHarts, on 16 July 2013 - 07:59 PM, said:

... I cant get it to port under Studio... I get the same result each time.


I don't know what to tell you. I haven't encountered this problem before.

#40 User is offline Mr Lange 

Posted 16 July 2013 - 10:42 PM

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Edit: Solved via PM, thanks Overbound.
This post has been edited by Mr Lange: 16 July 2013 - 11:48 PM

#41 User is offline AeroGP 

Posted 16 July 2013 - 11:22 PM

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The problem is you're using the HTML5 client. You need Game Maker Studio Standard.

Standard only exports as .gmz and .gm81 and, even if I were to export the later, it would just import corrupted into your client because it's incompatible.
This post has been edited by AeroGP: 16 July 2013 - 11:24 PM

#42 User is offline Mr Lange 

Posted 17 July 2013 - 02:08 PM

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Still haven't figured out how to import this correctly. I have no idea what you just explained. Why are there so many variations of Game Maker now?
Is there no way to export this into a Game Maker 8.1 project? There must be some way to open it.

#43 User is offline Overbound 

Posted 17 July 2013 - 04:13 PM

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You cannot use a free version of Game Maker Studio. You need at least the standard version. Here's a chart showing the different versions of Game Maker Studio. You need at least standard. The engine requires features from Game Maker Studio that are not present in 8.1. That's why you must have Game Maker Studio.
http://www.yoyogames...studio/standard
This post has been edited by Overbound: 17 July 2013 - 04:15 PM

#44 User is offline KingofHarts 

Posted 17 July 2013 - 10:02 PM

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I'm using the Professional Edition of Studio. It's just not importing properly. Would it be too much to ask to have an .rar of the exported resources that I could backport to 8.1?

(Yes, I'm fully aware that it wouldn't work as is... and I know what to do to fix that.)
This post has been edited by KingofHarts: 17 July 2013 - 10:05 PM

#45 User is offline Mr Lange 

Posted 17 July 2013 - 11:18 PM

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View PostKingofHarts, on 17 July 2013 - 10:02 PM, said:

I'm using the Professional Edition of Studio. It's just not importing properly. Would it be too much to ask to have an .rar of the exported resources that I could backport to 8.1?

(Yes, I'm fully aware that it wouldn't work as is... and I know what to do to fix that.)

If you could do that I would really appreciate it.
Aero, please help us with this.

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