Author Topic: I Wanna Be the Engine KS Edition (For GMStudio)  (Read 56958 times)

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #30 on: June 10, 2015, 06:59:58 PM »
Does anyone really care what a bunch of pixel fetishists think?
« Last Edit: June 12, 2015, 08:36:37 PM by Kyir »

ilvpag

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #31 on: June 10, 2015, 11:33:19 PM »
Does anyone really care what a bunch of pixel fetishists think?

well if this is gonna become the next standard for engines, it would be nice if all the work that was put into learning the physics of the gm8.0/8.1 engines carried on over. also some people will replace the icon to look like the red ball that is on the majority of fangames now making it impossible to tell if a game was made in studio or 8.0/8.1 unless you run into something that was studio specific which could've been prevented by perfectly replicating the physics of the 8.0/8.1 engines.

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #32 on: June 11, 2015, 12:51:02 AM »
Yeah, I think doing our best to copy the physics as they are in GM8.1 Yuuutu for now is probably best. That way, if people are reluctant moving from 8.1 to studio, this is one less reason for them to avoid it. Plus, for the majority of fangames, people won't even need to touch the player's code! So no one will really notice the mess I left in there :Kappa:

I'm going to clean up a lot of the code in the engine now, and leave some nice comments, and then I'll release a new version here in a day or two (I'm also just one level away from max in Splatoon so I might be doing that instead :P ) Big thanks to everyone helping with testing, everything's really coming together!

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #33 on: June 12, 2015, 10:18:37 PM »
Getting a weird bug that seems to be slightly distorting spike sprites. Not quite sure what's causing it, but it seems to be at individual x coordinates. You can see it at a few places here, but most notably the upper left and bottom right spikes:



The only reason I could think of is that its a particularly large screen? I'm sure some of you have a better idea than me.

EDIT: The problem seems to have fixed itself, but it was still weird.
« Last Edit: June 13, 2015, 01:20:05 AM by Kyir »

yoburg

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #34 on: June 12, 2015, 10:32:40 PM »
Saves aren't working for me, gm doesn't create save files and when I try to respawn it sends me to room0 with 0,0 coordinates.

P.S. I haven't worked in GM before.

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #35 on: June 13, 2015, 02:06:28 AM »
Kyir: Make sure your views match the room size (800x608 or 800x600, whichever you're using) as inconsistencies can cause it to stretch the room a little.

yoburg: GMS is a little wonky when it comes to save files. By default, all save files are stored in C:\Users\YourUserName\AppData\Local\YourGameName. Some people have expressed disdain for this, so we tried to make it save the files to the directory where the game is. This has opened a whole new can of worms though. What this means is that in testing, you won't get save files. If you need them, go to the Macros section on the left, and change EXECUTABLE_DIRECTORY's value to a folder where you want your saves to go for testing. Make sure to change it back to working_directory when you're done. Another side effect of this is that you have to use the zip export option when creating an executable, not a standalone exe. Saves in the folder with a standalone exe will never happen, there's just no way around it. I'll be sure to lay it all out in a help file when the engine is done, sorry about the confusion! It's all a big mess.

yoburg

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #36 on: June 13, 2015, 10:24:53 PM »
FS_file_bin_anystuff seems to be not working for me, I even don't have such function in manual instead I have file_fin_anystuff. Also i don't have write/read_dword but have write_read_byte. But when I use them instead of dwords I get wrong x and y though room number saving is fine.

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #37 on: June 14, 2015, 01:13:20 AM »
The FS_ functions are part of an extension in the engine that we used to write the save files outside of the curated AppData folder, if you're not seeing them highlighted in the engine then that's an issue we should figure out... can you post a screenshot of the Extensions folder on the left side? You shouldn't be using the build-in file_* functions that gamemaker provides.

yoburg

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #38 on: June 14, 2015, 02:13:46 AM »
I see them highlithed and they are presented in Extensions tab. Also I can't hear music - compilator says:
(0): Could not open Ogg file C:\Users\Администратор\AppData\Local\gm_ttt_59976\gm_ttt_5773\bgmStage01.ogg
(1): Could not open Ogg file C:\Users\Администратор\AppData\Local\gm_ttt_59976\gm_ttt_5773\bgmStage02.ogg
.dll-s are in the same folder. It seems it's bugging cuz of cyrillic symbols. Is there any workaround to this?

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #39 on: June 14, 2015, 11:07:36 AM »
It's possible it doesn't like the Cyrillic symbols. It's also possible that the music files get lost somehow - that happens to me a lot when I rename the project file, the audio files just disappear! Check inside your project.gmx/sound/audio folder, if the music files are missing from there you will need to download the engine again and put them back in there. Since only the music is missing for you I think this is the most likely cause, but if not we'll work something else out

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #40 on: June 15, 2015, 02:58:02 AM »
If you start the player high on a vertical screen and they reach max falling speed the UI sort of gets stuck out of place.


yoburg

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #41 on: June 15, 2015, 05:28:09 AM »
Yep, the problem was about Cyrillic symbols. It just didn't load anything from that temp folder. I found out that you can change temp directory in File -> Preferences
You may add this fact for whoever face this problem in the future.

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #42 on: June 16, 2015, 01:21:31 PM »
I found another problem that will almost certainly be deeply unpleasant to root out. If you place a platform against a block object, jumping while running into the block will cause the platform to act as a solid ceiling. If you jump sideways through the platform and run into the block, you will hang in midair until you let go of the direction key.

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #43 on: June 17, 2015, 10:31:26 AM »
Yoburg: glad to hear you found the problem! I'll be sure to keep that in mind.

Kyir: Thanks for the bug reports... That block one especially does sound dumb to fix. I'll see what I can do

EDIT:
I looked into it and I think I've found a fix for both problems. The GUI display was easy, just replace all instances of view_xview and view_yview in the Draw GUI event of the world object with 0 (Turns out that the Draw GUI event automatically offsets the draw calls for you, so you don't need to specify that you mean "draw this on the view" every time! Neat! Thanks based Studio)

For the platform bug, this is being caused by the platform trying to pull the kid up, but the block trying to push the kid back to where he was. The fix for this one is a little stranger:
Code: [Select]
////player.create
y_offset=0;

////player.end_step
//replace
//x+=hspeed
//y+=vspeed
//with
if (o.solid) {
x+=hspeed;
y+=vspeed;
}
if (y_offset != 0) {
y=y_offset;
}

////platform.player_collision
//right after djump = true, add this:
y_offset=other.y-9;

If you're using a version of the engine from before the align fix (I think everyone is? :P ) then you should delete the player's collision with playerKiller/block events, and add an end step event with the code in this engine. The physics are much more consistent with existing engines. I'm going to update the first post shortly with a new version... stand by!

P.S. If you've already been designing something in the engine and are afraid you'll miss all the changes that have occurred since you downloaded your copy of the engine... TOO BAD (jk jk) post here if you have any problems and I'll help you integrate the fixes with your work in progress.

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #44 on: June 17, 2015, 04:38:38 PM »
Following those instructions gives me an error that says


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event2
for object player:

Push :: Execution Error - Variable Get 102601.o(100083, -2147483648)
 at gml_Object_player_StepEndEvent_1 (line 9) - if (o.solid) {
############################################################################################

I'm probably just misunderstanding what I should be replacing though.