Fangames > Engines
I Wanna Be the Engine KS Edition (For GMStudio)
klazen108:
Hey Guys!
You may have heard that GM8.1 is rip... I think I speak for everyone when I say: :BibleThump: However, this marks the beginning of a new era in fangame development... Sephalos and I have joined forces to bring you a new Fangame Engine, this time for Game Maker Studio!
Game Maker Studio is completely free and quite stable (no more asking around for downloads, or having glitchy GM8 crashes). I took the existing GMS engine on the wiki, and gave it some tender lovin' care. Then, Seph joined forces with me to do some work of his own! Here's a selection of things you'll find:
* Physics fixes - the infamous Zurai Strats still work, and you can't get stuck in blocks, nor can spikes in blocks kill you.
* Added an extension to save your save files to the same directory as the game
* Included a little overlay that displays your deathtime in the game - useful if you have the free edition of GMS and can't update the window caption, and completely optional!
* If you're used to the Seph engine, you'll be used to this one - We tried to structure it the same way!
* It comes with a nice main menu, complete with control bindings and other neat features, ready for you to customize!All of this on top of the new GMS platform, which gives you better performance and neat new features!
However, we'd like to ask you for your help now. We're pretty much ready to release, but we want to get some feedback from developers in the community on the physics and features we've developed for you. If any of you would like to help us make the best engine we can, please try it out and let us know what you think!
Note that we don't recommend you start any big projects with this engine just yet... while everything seems like it works, it could use a bit of testing to confirm that it's 100% stable and correct. Develop at your own risk!
Download the v0.961 Beta version of the KS Engine here!
NOTE: Make sure to use the "zip export" mode when compiling your final game! You need this in order for save files to appear in the same folder as your game. I don't think that's an option with standalone executable mode. If you still want to use a standalone executable, you'll have to standby until I can test and verify a method to put save files back into the AppData folder, right now they're being put in the temp folder where your game is being extracted to!
NOTE 2: This engine was developed and tested in GM Studio version 1.4.1567. I have received confirmation from yoyogames that collision detection behavior is changing for version 1.4.1598. if you use KSv0.9 or earlier in GMSv1.4.1598, no walkoff aligns will work, and spikes in blocks will kill you. Therefore, if you're using version 0.9 or earlier of the KS engine, you must use GM Studio version 1.4.1567. I am working on a fix for 1.4.1598, and I'll maintain both versions until 1.4.1598 is officially released.
Changelog:
--- Code: ---v0.96:
-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 above
-Fixed misplaced GUI in fullscreen mode and at top of screen in general
-Cleaned up many unnecessary objects/sprites/sounds
-Added more comments in code
-Added vines
v0.9:
-Fixed roomChanger crash when walking between rooms
-Fixed player getting sucked into blocks if a platform is placed next to it
v0.8:
-Fixed walkoff aligns for all spikes
-Fixed deathtime GUI being out of place if the room scrolls
-Fixed bug with platforms that caused the player to get stuck if next to a block
v0.7:
-Added minispikes, miniblocks (note: walk-off align seems bugged for leftward-facing minispikes)
-Menu now reflects the correct keybinds for accept/back
-Added editor-only icons
-Added saveblocker object
-Fixed blood sticking to corners in midair
-Moved blood in front of spikes
-Added ability to enable/disable difficulty select
v0.6:
-Fixed music restart on F2
-Fixed sndCherry, sndBlockChange, sndBossHit missing from engine
-Added savefile indicator in main menu
-Corrected views (should be all 800x600 now)
-Added 'readme's to many objects
-Other minor fixes/alterations
v0.5:
-Intial beta release
--- End code ---
please helperoni
we do this shit for you guys
we fixeroni
Sudnep:
--- Quote from: klazen108 on May 18, 2015, 10:23:47 PM ---
* If you're used to the Seph engine, you'll be used to this one - We tried to structure it the same way!
--- End quote ---
:Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm:
SEPH ENGINE
:Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm:
pieceofcheese87:
thank god
lawatson:
thanks based klazen-jesus
ilvpag:
Bugs I've found:
* F2 does not restart the music and just plays another instance of it
* Saves cannot be loaded from the file select menu, but do work in game
* There is no indicator of which save you're on in the file select menuSome suggestions:
* Replace the maskBlock sprite with one that doesn't have a black border
to avoid odd scaling on darker tiles like this:
* Keep settings + views on all pre-made rooms equal to each other (rStage01 has 800x600 view, but rStage02 has 800x608)
* Reorder the cherries in ROYGBIV order (this is extremely minor)
* Change the default icon to the red ball that most fangames use (definitely up to you)
This is a very nice engine and has no noticable difference in physics compared to the seph engine for GM8.1 and to test this I recreated one of the rooms from loner (click to show/hide)
you can see the difference the new maskBlock.png makes on this image btw
and was able to clear it with no problems :) p.s. I have a feeling this will be the go-to engine once polished for an official release :Kreygasm:
Also little question:
Will you be creating a little quick start guide for using GM:S after coming from GM8.1 to include with the engine? I'm not too familiar with GM:S and kept forgetting that you have to hit the green check mark on an editing window before running the game or no changes would be seen :P so it would be kind of cool if you could put together some small changes that new GM:S users can look out for (especially ones that would affect people who are only familiar with the I wanna engines)
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