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Fangaming Discussion (2 posts)
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User is offline May 17 2015 12:45 PM
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Age:
Age Unknown
Birthday:
June 20
Gender:
Male Male
Location:
Ontario, Canada
Interests:
Game design, coding

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Previous Fields

Project:
Sonic MAX
National Flag:
ca

Posts I've Made

  1. In Topic: Sonic MAX - Open-Source GMS Engine

    19 April 2015 - 02:10 PM

    View PostAerosol, on 15 April 2015 - 11:24 PM, said:

    I'm admittedly unfamiliar with GameMaker, but looking through the scripts had me frequently asking "why". There are 3000 scripts, with random ones being referenced in seemingly random places. Part of this is GameMaker's fault...it's kind of an awful IDE if you ask me. I'm guessing one isn't really expected to make much use of this unless they're either willing to just use the engine as is and start building levels, or if they're already comfortable with GameMaker? This isn't a problem specific to Sonic MAX btw. Every GameMaker engine I've come across just looks like a clusterfuck of scripts that's difficult to wrap your head around at first. I have seen a few with better documentation though.

    I mean, part of the reason why so many people continue to use Worlds is because, as stupid as MMF is, Sonic Worlds itself isn't so blinding. It doesn't take as many mental backflips to figure out how the components interact with each other.


    Yeah I've tried really hard to make it easy to use and organized, but it's really hard to do in GameMaker. The engine gets a lot easier to use if you get used to it, but it takes a lot of time to finally fully understand it.
    Also the engine is designed for people that are more advanced with GM, as I used a few slightly advanced techniques and features, but I agree it should be much easier to understand.
    I'll look into it and see what I can do about it. Thanks! =D

    Edit: Could you give a few examples on where it just randomly references scripts? I try to use scripts for all code that is used more than once(With a few exceptions such as Actions), currently I'm removing the constants for actions, and just using the script resource name instead, which I think makes a lot more sense. Instead of having a massive switch for each action, and having to create a constant every time, you just set it to the name of the script that is associated with the action, and it can do all of that automatically.
    I want to make certain tasks like creating characters, levels, or actions simple, fast, and easy. I've tried to set it up in a way where you can create levels very fast, without having to worry about the room creation code or setting up views and room speeds and such.

    Edit 2: Oops, apparently some of the objects in EHZ are missing! That will be fixed very soon. I was comparing MAX to Sonic 2 directly, and I had some of the objects removed for easier testing, I guess I forgot to add them back before release..
    Edit 2.5: Or maybe not... apparently the link is 285 when it should be 286. Either way I'm uploading 287 now.