Fangames > Engines
I Wanna Be the Engine KS Edition (For GMStudio)
Sephalos:
--- Quote from: ilvpag on May 19, 2015, 01:39:06 AM ---Saves cannot be loaded from the file select menu, but do work in game
--- End quote ---
This will work once you create a exe file. For some reason GM:Studio only creates a temp folder for save files while testing. If you need to do more extensive testing I would reccomend you create warps to key locations or use the dev tools during the development phase.
I approve most of the rest of the suggestions, thank you for the extensive testing.
klazen108:
Thanks ilvpag for trying it out! Glad to hear you didn't run into any issues. I've implemented all the suggestions/bugfixes you mentioned.
As an aside, if you want your savefiles accessible during development, there is a hack available to you:
(click to show/hide)You can change the EXECUTABLE_DIRECTORY macro to whatever folder you want, and it will save the files there. But be careful, make sure you put it back to working_directory before you release your game! I may add a warning message to objDEBUG if EXECUTABLE_DIRECTORY != working_directory, just as a reminder.
Edit: Oh! And about that "switching over" guide... Sadly I'm now 100% used to GMS and so I've kinda forgotten some of the differences :P However, I do know a few big things, like the creation event order between GM8.0 and GMS, the inability to make variables default to 0, the need to specify single executable when compiling your final game... and if there's anything anyone else remembers giving them a hard time, please let me know! I'd be happy to write an update guide, especially since I plan to rewrite my "getting into fangame development" guide to use this engine as its base.
patrickgh3:
Like everyone else, I'm happy this is a thing, and I'm excited to use GM:S for making fangames! Great job on the engine! Here's a list of a bunch of my suggested changes / ideas, most of which are minor.
* I think it would be nice to include the block mask sprite from Lemon(?)'s engine, which I much prefer than the X, as an option to use instead of the X. While we're at it, we may as well include bordered and borderless versions of both the X and square sprite, since I think I would prefer to use the bordered one and just not stretch any blocks. https://imgur.com/a/kQ71c
* Thanks Seph for adding some editor-only icons like I asked. I have some new ones here, you don't have to use them https://imgur.com/a/XytHG
* For editor-only sprites like above, I like to put them in a folder called "editor," especially if there are a lot of them. It's better than having them scattered about.
* In the menu (great job with that) where it says [Z] back and [Shift] accept, these texts don't change if you change your controls for jump or shoot.
* I think it would be nice to include the classic "red orb" game icon, just packaged along with the engine, in case people want to use it; the gm:s icon could still be default. (ilvpag suggested this as well)
* Have a short help file (ideally translated in multiple languages) explaining how to create a standalone executable instead of an installer, since we don't want no installers on the wiki. It might also be nice to have a short list of tips to help people transition from from GM8 fangame engines to the GMS engine. (ilvpag suggested this as well)
* Not sure about this, but what about miniblocks and minispikes being there? I vaguely remember there being an issue with spikes and miniblocks by default, and including them with the fix in the engine might be nice.
* Would be nice to have a saveblocker object by default. Here's an icon: https://imgur.com/Tze8Q4X
* Here's a fix for the blood getting stuck midair on block corners (like this https://prntscr.com/775f3a): https://prntscr.com/775e6m
* I think it might look nicer if the blood was in front of the spikes. This is the way most fangames do it iirc.Bigger ideas
* I wonder if it would be better to only have one difficulty by default, but with an option to enable the difficulty select menu. I personally think the trend of having only one difficulty is a good one, and having new fangame makers start with that by default would be nice. Thoughts?
* I wonder if there could be a pause menu system just like now most normal non-fangames have, instead of the game closing when pressing escape. I think having this in by default might be nice. However, this would be inconsistent with how all other fangames have worked, which would be confusing. Thoughts?
* A localization system might be really great! Scripts for localizing both text and sprites would make it easy for people to localize their games. Here's a script I made for the piecewise collab compilation game: https://prntscr.com/774wlf A script for strings would be the same format (cause GM:S supports unicode!! yay!). Note you could swap the order of the switch statements, i.e. the first one is sprite and the nested one is language. One ordering makes it easy to add new languages, one makes it easier to add new sprites (probably better for a base engine like this one). There could be an option in the options menu to switch languages. I think this is a good idea; thoughts?
EDITS:
* It would be nice to have an auto-spike-rotate script, like Nikaple's engine has, along with a sample sprite and objects to show how it works. https://pastebin.com/H507Vdwr ----- https://prntscr.com/777l1c
* Maybe it would be nice to include good scrolling camera that follows the player?
Starz0r:
This would also be a great time to implement my algorithm for 60fps+ fangames. I might see if I can figure out delta time so the game's fps is determined by the computer hardware itself.
Mr Wonderful:
600 instead of 608? DansGame
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