Sorry! Looks like Game Maker Studio doesn't scale GUIs with the rest of the game... to fix it add this to the Room Start event of the world object:
display_set_gui_size(view_wview[0], view_hview[0]);
I think this warrants a new version, hopefully there haven't been any complaints on the new physics engine!
EDIT: OK now that I've updated the first post, here's the...
Detailed Changelog for the KS Engine v0.961:New physics engine to better match the standard Yuuutu-type physics without bugs (thanks to YoYoYoDude1!)Inability to bunnyhop / getting stuck in screen transitions should be fixed thanks to aboveThe new physics engine that Yoyo worked out should be more accurate, and everything seems to work fine. If you're updating, you'll need to remove all the end step code from the player, and add the block collision event instead. The player's end step event should have nothing but the playerKiller collision check:
Also edit the playerJump script to round the y coordinates:
Note that YoYoGames (not to be confused with YoYoYoDude1
) do intend to change the collision system in the next version of GMStudio (current version is 1.4.1567) so when the update is released this will have to be reworked again. Check back later!
Fixed misplaced GUI in fullscreen mode and at top of screen in generalI forgot a minus sign in the GUI code for when the GUI is on top of the screen, so the text was always visible. That's been fixed. Check the Draw GUI event of the world object for the code you need to change:
The GUI also didn't work in fullscreen because apparently the Draw GUI event doesn't scale with the screen resolution. To fix that, check the world's Room Start event for the code that updates the GUI resolution:
Cleaned up many unnecessary objects/sprites/soundsCleaning up the engine for its final release. We're going down to the bare minimum of the world, player, menu, and basic level design objects like blocks, spikes and apples, platforms and vines etc. Nothing to change here if you're updating your older copy.
Added more comments in codeLike above, trying to document everything to be more friendly to those trying to learn how a fangame engine works. Let me know if there's anything you feel isn't explained well enough!
Added vinesNeat