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Messages - YoYoYoDude1

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1
Engines / Re: I Wanna Be The GMS2 Engine YoYoYo Edition
« on: June 11, 2017, 04:51:30 AM »
Yes, the top of the Kid's jumping sprite peeks outside of the hitbox by a couple pixels. It's like that in pretty much every fangame engine as far as I'm aware.
Not really a bug, more of a weird visual design decision since the jumping sprite is longer than the hitbox itself.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: June 06, 2017, 07:20:41 PM »
Ah yeah sorry, I renamed a few minor things in the GMS2 engine. I should have probably mentioned that somewhere in the GMS2 engine info.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: June 04, 2017, 07:09:08 PM »
One small thing I noticed:
(click to show/hide)

This results in a crash when starting the game. "death" should be "deaths" for global.deaths
I'm not sure I understand the issue, can you post the error message when it crashes? The global death count variable is called "global.death" and that specific object stores the loaded death values as a "death[]" array.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: May 21, 2017, 06:33:09 AM »
Just put up another minor update that refixes the save memory leak issues and changes the lite version to be the same thing as the regular engine but with less resources (the old lite version with only core features is still downloadable from the GitHub link in the op).

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: January 04, 2017, 04:02:00 PM »
Actually, I decided to put up another update to the engine (v1.50) which contains a bunch of fixes and tweaks that are carried over from things I added/changed when working on the GMS2 engine.

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Engines / I Wanna Be The GMS2 Engine YoYoYo Edition
« on: December 23, 2016, 03:32:28 PM »
Hey guys!
GameMaker Studio 2 is currently in beta and has a bunch of new features and improvements, so I decided to start making a new fangame engine for it in case people wanted to give GMS2 a try. Keep in mind this is an early version of the engine that is missing a few features I'm planning on adding and that the current engine requires the full version of GMS2.

About
  • This is an engine specifically made for GameMaker Studio 2 with everything revised to work with the new features.
  • This engine assumes you have a reasonable amount of experience with GameMaker and requires basic GML knowledge for things like playing music.
  • This version of the engine requires the full version of GMS2 and will not work with the trial.

Features
  • Works the same as other standard engines, with cleaner code and various bugs like dying through platforms fixed
  • Includes a main menu system with file select and options menus
  • Includes gravity flipping, vines, jump refreshers, and other frequently used gimmicky objects
  • Includes slopes that support any shape
  • Includes native controller support
  • Built-in save verification system with MD5 hash checks to make saves harder to hack
  • Mute/unmute music with Ctrl+M
  • Stretchable window size
  • Pause screen that shows deaths/time with volume controls
  • Includes toggleable debug keys ("Tab" to drag player to mouse, "Backspace" to toggle debug overlay, "Ins" to save, "Del" to toggle showing the hitbox, "Home" to toggle god mode, "End" to toggle infinite jump, "Page Up" to go to next room, "Page Down" to go to previous room)
  • Several engine options for things you might want to customize for your game (such as enabling/disabling death music) in the "scrInitEngineOptions" script

Important notes
  • To set what music you want a room to play, change the "scrGetMusic" script. If you want something to stop music, use the "scrStopMusic" script.
  • Make sure when making new rooms that they all include "World" and "Player" layers as there are objects that require these layers to exist.
  • A template room with all of the correct layer and view settings is included which can be duplicated and modified.
  • If you're using slopes, it's possible that certain gimmicks such as ice blocks might not work properly with them because of how they're coded.
  • Because of how GMS2 saves files, all game saves are stored in "%localappdata%\<GameName>" instead of inside the folder where the game is located. Therefore, it is very important to change your game/project name to something unique before releasing your game to ensure there aren't save conflicts with other games.
  • Make sure to set the "global.debugMode" variable in the "scrInitEngineOptions" script to "false" before releasing your game, otherwise debug keys will still work.
  • Make sure to set the "MD5_STR_ADD" string in the "scrInitEngineOptions" script to something unique to your game to make saves harder to modify. This can be set to anything you want it to be, but it should be pretty hard to predict as it's kind of similar to a password.
  • When creating new objects, the order of the objects in the Objects list matters for collision/event order. Therefore, when making new objects try to keep the type of object in the corresponding folder to prevent collision issues (ie put block objects in the Blocks folder, player killers in the Killers folder, etc).
  • This version of the engine was made and tested in GMS2 v2.0.5.76. If you are using a different version of GMS2, there could be potential bugs as they sometimes tweak how things work in certain versions.

Special thanks
  • yuuutu for creating the fangame engine this engine was originally based off of
  • Patrick for giving a lot of feedback on engine structure and features

To-do list
  • Moveable blocks
  • Shader example
  • GMS2 trial compatible version of engine
  • Lite version

Download
I Wanna Be The GMS2 Engine YoYoYo Edition v0.9
GitHub repository

Changelog:
Code: [Select]
v0.9 (03/08/17):
-Updated project to GMS2 v2.0.5.76
-Tweaked main menu cursor so that it stays in the same place after switching between different menus
-Some minor tweaks/fixes

v0.8 (12/23/15):
-Initial public release

7
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: November 29, 2016, 08:36:27 PM »
Alright so I just uploaded a minor update to the engine (v1.42) with a few small changes. This is likely going to be the last update to the engine unless some bugs pop up as I'm going to move over to making a GMS 2 version very soon.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: November 03, 2016, 09:24:27 PM »
Hey guys, so I made a test version of a new engine for GMS 2 if anyone got into the beta and wants to mess around.

Keep in mind there are several missing features and minor issues. There also might be some bugs as I'm getting used to the new interface/functions and made this really quickly and a bit messily. This is just meant to be a test version for people who want to try out fangame development in GMS 2. I'll be working on a full version from scratch when GMS 2 is out of beta.

Download

9
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: October 14, 2016, 12:26:54 AM »
Just a heads up, there's a small memory leak every time you die. Turns out that ds_map_write leaks a couple kb of ram every time you call it. json_encode and json_decode don't leak though.
Thanks for the heads up! I just posted an updated version (v1.41) with this and a couple of other fixes.

Also, for anyone who has already released a game with this engine on an older version of GM Studio (v1.4.1757 or older), be careful if you release an update of your game on the newly released Studio version (v1.4.1763) because they changed the way ds_map_write works a bit so that older saves will no longer work correctly with the newer versions. This makes it so that newly compiled versions of your game won't be backwards compatible with saves from previous versions.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 07, 2016, 05:14:20 AM »
Alright, I just put up another update (v1.40) which fixes a few very minor issues and now includes in addition a lighter version of the engine which simplifies the engine and cuts out extra resources/features for people who want to work with a more bare-bones base without a bunch of settings and example objects.

Also, if you haven't heard, Humble Bundle currently has a bundle that includes GM Studio Pro and a few modules with a bunch games + source code for really cheap! httpss://www.humblebundle.com/gamemaker-bundle

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: August 23, 2016, 09:13:35 AM »
OK, I'm on it.(I mean the topic)

I'm using this engine, and this is quite satisfactory and convenient, especially with MD5 save encryption that is available only on studio. However, it could be better if these are improved:
- I wish I could easily change the number of bosses and hidden items in game.
Current version they're both set to 1 to 8, and changing them from 0 to 10 was harder than I expected; I could find the variables and set it myself, but not without errors because of undefined variables.
- The creators would want to choose if their game keeps the secret items when they die without saving.
Sometimes it can be an unnecessary and unintended skip that creators want to fix.
- It's maybe because GMS update issue, but I experienced this glitch : when I use MD5 encryption, the game said the file's corrupted when I didn't even touch the save, and when I reset the 'corrupted' file, it didn't reset correctly. It sent me to the start of my fangame, but it kept my time, deaths, and secret items, etc.

Sorry for the late reply, but thanks for the suggestions! I just updated the engine to v1.32 with both of these options implemented and a few other minor changes/fixes.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: June 03, 2016, 01:12:34 PM »
Noticed something. When riding on a rising platform, you will continue to go through the block above until you get stuck. As far as i know, the kid must fall from the platform instead of going through blocks isn't it?

Standard fangame engine behavior is for the player to get stuck in blocks if a platform pushes him into one.
This can be easily tweaked if you change the object order to have the platform objects above the block objects like this. However, this might come with other possible bugs as I haven't tested it thoroughly.

13
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: April 23, 2016, 07:18:20 PM »
Hey guys, so I just put up a pretty sizeable update to the engine with a few new features such as native controller support and slopes.
As always, let me know if there's any bugs involving the new features. I thoroughly tested everything so I'm almost 100% sure they work correctly, but they're a bit complicated so it's always possible that I missed something.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: February 09, 2016, 01:36:07 AM »
Text is absolutely unreadeable sometimes, so I've made a simple draw_text_overlay script to make it better:

Would be pretty nice to see it in engine if you're going to update it.

Sorry for the late reply, I took a little bit of a break from working on the engine but I'm updating it again now.
Thanks for the suggestion! I just put up an update to the engine with this in it and a bunch of other small improvements.

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Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: November 09, 2015, 12:17:44 AM »
Just threw up another engine update with a bunch of tweaks/fixes.
There's a redone save system, changes to how the in-game timer works, and a lot of other improvements to make the engine better and easier to use.

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