So, I'm getting payed to put together a game for someone in Game Maker. I don't have to do any of the art, sound, or design, Just need to program it.
The only requirement was, for some reason, that it be made in Game Maker Studios. This program is like a poop tier version of unity. Don't ever use this for a series game, That's my recommendation to you all. I see this really well made games on their shop and I just have to wonder WHY you would go this route.
Anyways, what are your thoughts? Do any of you LIKE using Game Maker?
I like using it. It brought some great titles like: Hotline Miami and Risk of rain.
Currently I am creating a stealth platformer with it. I would recommend it for 2D games only because it isn't very good at 3D.
[QUOTE=rctplayer8;46661031]I like using it. It brought some great titles like: Hotline Miami and Risk of rain.
Currently I am creating a stealth platformer with it. I would recommend it for 2D games because it isn't very good at 3D.[/QUOTE]
WOW, I hadn't realized Risk of rain was made in Game Maker.
I had used GM in the past, even bought the professional version. Even for 2D I would constantly hit limitations with either GML or just GM in general, like if you had multiple sounds that were the same playing at the same time, and you destroyed one of the sounds then it would destroy all of the sounds playing at that time.
[QUOTE=Shirky;46661231]I had used GM in the past, even bought the professional version. Even for 2D I would constantly hit limitations with either GML or just GM in general, like if you had multiple sounds that were the same playing at the same time, and you destroyed one of the sounds then it would destroy all of the sounds playing at that time.[/QUOTE]
There is no way around that?
[QUOTE=Forfeit;46661472]There is no way around that?[/QUOTE]
[code]audio_stop_sound(index of the sound)[/code]
He must have used a [I]really[/I] old version of the software. I think the audio_* functions have been in studio since forever.
[QUOTE=Annoyed Grunt;46661660][code]audio_stop_sound(index of the sound)[/code]
He must have used a [I]really[/I] old version of the software. I think the audio_* functions have been in studio since forever.[/QUOTE]
I remember using that and it still stopped all the instances of the sound.
[QUOTE=Shirky;46662743]I remember using that and it still stopped all the instances of the sound.[/QUOTE]
Direct quote from the manual:
[quote]This function will stop the given sound if it is currently playing. The sound can either be a single instance of a sound (the index for individual sounds being played can be stored in a variable when using the audio_play_sound or audio_play_sound_at functions) or a sound asset, in which case all instances of the given sound will be stopped.[/quote]
Thus I have to assume you've used the asset name (i.e. the name of the sound in the resource tree, for example snd_gunshot) and not the sound index, that is the id that is given to every single played sound in the game.
[code]
audio_stop_sound(snd_gunshot);
[/code]
Will stop all instances of snd_gunshot.
[code]
var sound = audio_play_sound(snd_gunshot, 0, 0);
audio_stop_sound(sound);
[/code]
Will only stop that specific sound.
[editline]a[/editline]
If you did that and it still worked incorrectly, maybe it was just a bug. How much time ago did it occur to you?
[QUOTE=rctplayer8;46661031]I like using it. It brought some great titles like: Hotline Miami and Risk of rain.
Currently I am creating a stealth platformer with it. I would recommend it for 2D games only because it isn't very good at 3D.[/QUOTE]
Gunpoint was made in it too.
I recommend checking that out if you're making a stealth platformer, as it's one too.
[QUOTE=PieClock;46668423]Gunpoint was made in it too.
I recommend checking that out if you're making a stealth platformer, as it's one too.[/QUOTE]
I took a bit inspiration from it. But mine will be without that fling yourself across the level thingy and a bit more ground bound.
Here in this post you see my latest video showing of a bit of the A.I
[url]http://facepunch.com/showthread.php?t=1439640&p=46659925&viewfull=1#post46659925[/url]
[QUOTE=Annoyed Grunt;46666670]Direct quote from the manual:
Thus I have to assume you've used the asset name (i.e. the name of the sound in the resource tree, for example snd_gunshot) and not the sound index, that is the id that is given to every single played sound in the game.
[code]
audio_stop_sound(snd_gunshot);
[/code]
Will stop all instances of snd_gunshot.
[code]
var sound = audio_play_sound(snd_gunshot, 0, 0);
audio_stop_sound(sound);
[/code]
Will only stop that specific sound.
[editline]a[/editline]
If you did that and it still worked incorrectly, maybe it was just a bug. How much time ago did it occur to you?[/QUOTE]
I made it a year ago, and I had randomly spawning enemies upwards of 256 at a time, so using a variable for each of several sounds isn't an ideal solution.
[QUOTE=Forfeit;46661060]WOW, I hadn't realized Risk of rain was made in Game Maker.[/QUOTE]
The original Spelinky too.
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