Author Topic: I Wanna Be The Studio Engine YoYoYo Edition  (Read 49502 times)

Starz0r

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #60 on: June 20, 2016, 06:47:37 PM »
To set what music you want a room to play, change the "scrGetMusic" script. You can also place an objPlayMusic object in the room and set the variable "BGM" in its creation code. If you want something to stop music, use "scrStopMusic()".

I assume I could also use a sound engine like FMod instead, correct? (I'm sorry, I'm still new to this ^-^)

There is nothing wrong with the built-in audio engine that comes with GameMaker: Studio. In the past with GameMaker 8.1, people had to use FMOD to decrease loading times, and get more functionally like Pausing and Playing music, now it's all built-in to the default engine.

You can still choose to use FMOD but at this point you'd have to be doing something really interesting with the music to make use of it at this point.

Klaty

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #61 on: June 21, 2016, 12:04:59 PM »
There is nothing wrong with the built-in audio engine that comes with GameMaker: Studio. In the past with GameMaker 8.1, people had to use FMOD to decrease loading times, and get more functionally like Pausing and Playing music, now it's all built-in to the default engine.

You can still choose to use FMOD but at this point you'd have to be doing something really interesting with the music to make use of it at this point.

While that may be true, I can never be too sure. I'm not certain if you're trying to say that in a hostile way (proving that there's something bad about FMod) or just not wanting to answer my question on whether it's compatible or not.
I'm having a really hard time believing that the built-in audio engine can manage MIDI, pitch shift, reverse, pass, what more.
Why do I always miss out on the important stuff.

WetWookie

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #62 on: June 21, 2016, 02:40:49 PM »
Quote from: Klaty
I'm not certain if you're trying to say that in a hostile way (proving that there's something bad about FMod) or just not wanting to answer my question on whether it's compatible or not.
Quote from: Starz0r
You can still choose to use FMOD



Quote from: Klaty
I'm having a really hard time believing that the built-in audio engine can manage MIDI, pitch shift, reverse, pass, what more.
The build in sound engine can pitch shift. Everything would classify as
Quote from: Starz0r
something really interesting

Hopefully Starz0r won't be 'hostile' anymore by trying to answer your questions.

Starz0r

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #63 on: June 21, 2016, 03:41:45 PM »
Hopefully Starz0r won't be 'hostile' anymore by trying to answer your questions.

Wasn't hostile in the first place. I was simply stating that you really have no reason to use FMOD in a Studio game unless you are doing something interesting with the music and how it interacts with the game. And Quite honestly, he never stated what he was doing with the music in the first place, leaving me to assume he isn't using the core features of a Audio Engine.

:ZreknarF:

WetWookie

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #64 on: June 21, 2016, 03:51:09 PM »
So hostile  :DapperKapper:


Klaty

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #65 on: June 22, 2016, 11:50:55 AM »
Maybe "hostile" isn't the right word, I'm just butthurt that you won't let me use FMod. :p Well I mean there's nothing physically stopping me, I guess, but there's no point in trying to convince me to stay. What counts as interesting is an opinion.
Why do I always miss out on the important stuff.

WetWookie

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #66 on: June 22, 2016, 12:12:13 PM »
No worries. I used to use FMOD in 8.1 because my tracks would always stutter when looping. In studio everything plays perfectly with the built in engine. The vast majority of fangames just play the music and maybe pitch shift on death. I think most people would consider any other manipulation of the music unusual an therefore interesting. I look forward to seeing what you come up with.

Klaty

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #67 on: June 22, 2016, 12:14:05 PM »
No worries. I used to use FMOD in 8.1 because my tracks would always stutter when looping. In studio everything plays perfectly with the built in engine. The vast majority of fangames just play the music and maybe pitch shift on death. I think most people would consider any other manipulation of the music unusual an therefore interesting. I look forward to seeing what you come up with.

But... I said I wasn't promising anything. I don't even know a string of GM.  :atkCry:
Why do I always miss out on the important stuff.

WetWookie

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #68 on: June 22, 2016, 12:18:54 PM »
Too late. I already put a reoccurring appointment on my calendar to check up on your project.  :DapperKapper:

Klaty

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #69 on: June 22, 2016, 12:21:50 PM »
Too late.

Indeed, I'll outbeat all of the popular and polished ones like Boshy and Co-op in a week. :DapperKapper:
Why do I always miss out on the important stuff.

infern0man1

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #70 on: June 22, 2016, 02:14:33 PM »
ok let's get back on topic

HAEGOE

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #71 on: July 22, 2016, 06:59:15 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.
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pronounciaton of HAEGOE is HAEGWE, not HAEGO.

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B0shyl0rd

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #72 on: August 07, 2016, 03:23:58 PM »
Before I screw something up could someone tell me how to make custom objects?

pieceofcheese87

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #73 on: August 07, 2016, 03:25:22 PM »
Before I screw something up could someone tell me how to make custom objects?

Read this before you start making a fangame. https://klazen.com/IWBTG/tutorial/dev_tutorial.html
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B0shyl0rd

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Re: I Wanna Be The Studio Engine YoYoYo Edition
« Reply #74 on: August 07, 2016, 04:25:00 PM »
Before I screw something up could someone tell me how to make custom objects?

Read this before you start making a fangame. https://klazen.com/IWBTG/tutorial/dev_tutorial.html
Oh wow its that simple (facepalm)