Fangames > Game Design
[UPDATED] Tutorial: Getting Started With Fangame Development
Kyir:
I haven't seen any complaints on the physics since the last big patch on them. Do you know of a specific problem with it?
patrickgh3:
--- Quote from: Wolsk on August 18, 2015, 06:15:57 PM ---The reason not to use GMS is that the engine isn't complete, so the physics still have some issues.
I've been wanting to start on a fangame, but I won't until the Studio engine is improved.
--- End quote ---
--- Quote from: Kyir on August 18, 2015, 07:18:09 PM ---I haven't seen any complaints on the physics since the last big patch on them. Do you know of a specific problem with it?
--- End quote ---
I think walljump vines are the biggest thing that's missing. It's nice to have those, and I can understand wanting other miscellaneous stuff like gravity flippers and ladders. However, I recommend using Studio even if the current version of the KS engine is missing some features or has some minor physics inconsistencies, because _you can always add and fix that stuff later_. If a new version of the engine is released, with physics improvements or vines or whatever, you can update your game accordingly very easily.
Another plus I would like to add to Derf's list for Studio is the project structure is a lot more friendly. This breaks down into a bunch of small benefits that add up. Reusing resources from other projects is simpler than how it worked in 8.1 with resource files. Tools like my RMJ room importer are much easier to make for Studio, so you can use that tool and expect other fangame tools to be made. You can also use source control much more easily, though I don't expect most to use it for fangame development, it's a nice option to know about if you're considering making non-fangames in Game Maker.
Overall, Studio adds new features and fixes annoyances in 8.1. It's the future; there will only be more support for Studio and less support for 8.1 from now on, in terms of both general use and specifically for fangames.
Wolsk:
My biggest issue with the Studio engine right now is that if you jump the frame you land like in a bhop, it uses your double jump instead of starting with a single jump. It's pretty annoying for players who want to go quickly.
klazen108:
Yoyo actually edited the player in the KS engine and fixed the physics problems, I've ported his changes over and tested it and everything (including bunnyhopping) seems to work fine now. However, he's working on his own engine, so I'm going to let him release his before I release a patch for KS, I don't want to be that guy who steals all someone's code :P
Going forward, Yoyo's engine will probably be the Yuuutu equivalent, and this one the Seph equivalent. By that I mean you'll pick his engine if you want all the basic gimmicks pre-programmed for you, and you'll pick KS if you want more of a clean slate with only the basic physics provided.
Sorry for the silence recently, I've been pretty busy with work and other projects, not enough time in the day :BibleThump:
Derf:
That's really good news Klazen! I can't wait for the next KS update.
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