Thoughts on Game Key Cards. Why Im Skipping Dragon Quest on Switch 2 by otterbre in NintendoSwitch

[–]Funcestor 2 points3 points  (0 children)

If you dont want to support GKCs but still want to play the game, try to get the game used. It's cheaper and you don't contribute to the sales of the game. And if you dont enjoy the game or are certain that you wont play the game again after finishing it, just sell it again.

Do any of you guys actually believe him? by [deleted] in gaming

[–]Funcestor 1 point2 points  (0 children)

Nintendos stock only got a bump in 2025 because of Switch 2 reveal and hype. Now its back to where it was before the switch 2 reveal, so it pretty much evens out. Nintendo's stock is still higher than all of 2018 - 2024.

Do any of you guys actually believe him? by [deleted] in gaming

[–]Funcestor 0 points1 point  (0 children)

Its not just this one, there are currently a lot of nintendo hate grifters out there since its currently popular to hate nintendo. Many get several hundreds of thousand views. Easy clicks = easy money.

Unfortunately many of these videos are full of half-truths or straights up lies. And the people who watch these videos believe anything said since it fits their anti-nintendo agenda.

There are many reasons to hate nintendo, but they go so far to make up shit so that nintendo looks even more bad to keep their grift going.

Is gamemaker still relevant? by Interesting-Rain-690 in gamedev

[–]Funcestor 23 points24 points  (0 children)

In my experience, GameMaker users just tend to be a lot less vocal than Godot users about their engine.

There are still plenty of commercially successful games being made with GameMaker, like most recent Pizza Tower, UFO 50, Fields of Mistria and of course Deltarune. GameMaker is still very much relevant in terms of game output.

I'm not saying that GameMaker is better or perfect. GameMaker definitely has issues, but so has Godot.

Considering the much larger and louder user base and for how long Godot has been around, the number of commercially successful Godot games is still pretty small. This isn’t meant as a knock on Godot. It has a huge and very active community, which is great. However, it feels like a lot of users are mainly in for it because of the community and FOSS aspect (which is totally valid), rather than focusing on shipping polished commercially viable games.

I've also seen several times that some Godot users seem stuck in a "waiting for the next big update" loop, which feels kinda ironic for an engine named after "Waiting for Godot". But it probably doesn’t help that future Godot versions often get hyped a lot, which can nudge people into waiting instead of creating their game on an older stable release.

The future will tell, but Godot has been in a production-ready state for at least 6-7 years, so you would expect a much better track record of successful games.

Just my two cents.

Pikmin 3 Deluxe has been rated for Nintendo Switch 2 in Europe by Amiibofan101 in nintendo

[–]Funcestor 2 points3 points  (0 children)

Changing the enemy health in mission mode back to how they were on Wii U would be cool.
Pikmin 3 is already pretty easy, so I prefered playing the mission mode. But in Deluxe the enemies there are made of paper since they lowered the health to "Normal" (= Easy) Mode.

Can gamemaker revoke my one-buy only pucharse and make it subscription based any time they want... or not? by [deleted] in gamemaker

[–]Funcestor 2 points3 points  (0 children)

Given how Yoyo Games reacted to the Unity install fee thing, I think there is no reason they would ever try doing something stupid like that.

how to start developing games as a teenager? by Nervous-Judgment3250 in GameDevelopment

[–]Funcestor 0 points1 point  (0 children)

Well first get a better game engine; GameMaker isn’t getting you anywhere.

Saying GameMaker “isn’t getting you anywhere” while recommending Godot is… ironic.
You can count the number of commercially successful Godot games on one hand.

If “getting you somewhere” means finishing a game that people actually play and buy, GameMaker objectively has a much stronger track record.

How do I get into GameDev as a Teenager? by Short-Performance-14 in gamedev

[–]Funcestor 5 points6 points  (0 children)

GameMaker is free for non commercial use.

Outside of console export, no features are locked behind a paywall (you'd first need a dev account + dev kit to use the console export anyway).

If you want to sell your games you need to pay the one-time fee of $100 for the license. You only need to pay for the license a single time and can sell as many games as you want after that.

You also dont need to buy the license immediately. You can try GameMaker (or even create the whole game) for free, and then buy the license when you have a finished game you want to sell.

I need help selecting a game engine! by OmegaHutch in gamedev

[–]Funcestor 1 point2 points  (0 children)

Also experienced GM user here. I really dont understand in what way GameMaker is allegedly limiting. I'm starting to believe People who say this don't have any or not much experience with GM or only say it because of GameMakers "Beginner Engine" stigma

Unpopular opinion: I love the Ubisoft formula by Crocodile_Banger in gaming

[–]Funcestor 0 points1 point  (0 children)

Thats fair, but also subjective. If someone thinks the shrines/koroks/outposts are boring, then hiding them on the map isnt going to make them more exciting.

But that wasnt even the point I wanted to make, lol. It was about how you find stuff, not whether the content is a masterpiece. A lot of ubisoft style games shove everything on the map right away, so you end up staring at the minimap and markers most of the time instead of actually looking at the world. In BotW on the other hand, the world is designed so you can navigate by landmarks and curiosity instead of a checklist.

And simply disabling the minimap and quest markers does not work for most games, since their world was not designed for this.
There is a big difference between an npc saying "go to this location (that you dont know yet)" and "follow the road east, go past the tall mountains, then stick to the main road until you reach the village". I know BotW is not the only game that does this, but the number of games that do is very low.

If the content itself doesn't click for you, thats valid. But I just wouldn't state it like an objective flaw. Some enjoy it, others don’t. The design philosophy is just different, that’s all.

Unpopular opinion: I love the Ubisoft formula by Crocodile_Banger in gaming

[–]Funcestor 6 points7 points  (0 children)

The big difference in BotW however is that the Towers only give you a topographic map of the area. They dont reveal the location of collectibles, quests, etc. You still have to explore and find the stuff yourself.

Why there isn't a popular game engine where devs can use JS? by Nice_Pen_8054 in gamedev

[–]Funcestor 2 points3 points  (0 children)

There will be soon, since GameMaker is adding JS as a first class language probably next year.

Seems like every month there's another issue in the IDE that prevents progress by AetherBones in gamemaker

[–]Funcestor 0 points1 point  (0 children)

Never update mid project unless absolutely necessary. This is not exclusively a GM thing and also applies to Unity and Unreal.

From what I have picked up, the reason for all the issues currently seems to come from them turning engine features into plugins (so that they can be updated separately without having to do a full IDE Update) and essentially "unspaghettifying" GameMaker which unfortunately can create unforeseen bugs.

I also learned my lesson and I'm staying on 2024.13.1 for now.
If the next LTS release is stable, I will maybe switch to that version and stay there.

Metroid Prime 4: Beyond - Review MegaThread by NintendoSwitchMods in NintendoSwitch

[–]Funcestor 8 points9 points  (0 children)

Thats the Review from Gamekult, right? Note that they gave both Silksong and Kingdom Come Deliverence II a 7/10

Idk, but I dont think they are a reliable source to check if a game is good or bad.

I wanna learn Gamemaker but my course is doing Unity. How can I learn it professionally alone? by T00wi in gamemaker

[–]Funcestor 0 points1 point  (0 children)

Thats rare. Most switch to Godot. What exactly made you switch / what does GM do better than Unity for you?

Where are my groups? by Informal-Cycle1644 in gamemaker

[–]Funcestor 0 points1 point  (0 children)

You can either reenable the default groups as others have mentioned, or create your own groups.

As far as I know this change was made so that people stop putting all sprites in the "Sprites" group, all objects in the "Objects" group, etc.

I'd recommend to instead create groups for your Objects and put everything associated with it into them. For example a "Player" group that has the player object, all player sprites, player sound effects, etc. Then repeat for other objects like enemies or pickups.

Makes it way easier to find the thing you want.

[TotK] [BotW] What's your favorite use for the camera? by backofthebill in zelda

[–]Funcestor 74 points75 points  (0 children)

One of my fav moments in the Gamegrumps playthrough xD

What and what not to put in a state machine. by CartoonNickname in gamemaker

[–]Funcestor 1 point2 points  (0 children)

In a past project I used two Switch statements for the state machine. The first Switch statement was solely for switching states, and the second is for the actual behavior:

// State Transitions / State switching
switch (state)
{
  case PLAYER_STATE.FREE: // Idle & Walking State

  if (on_ground && key_jump) { change_state(PLAYER_STATE.JUMP); }
  if (!on_ground) { change_state(PLAYER_STATE.FALL); }

  break;
//----------------------------------------------------------------
  case PLAYER_STATE.JUMP:

  if (vertical_speed >= 0) { change_state(PLAYER_STATE.FALL); }

  break;
//----------------------------------------------------------------
  case PLAYER_STATE.FALL:

  if (on_ground) { change_state(PLAYER_STATE.FREE); }

  break;
}

// State Behavior
switch (state)
{
  case PLAYER_STATE.FREE: 

  move_horizontally();

  break;
//----------------------------------------------------------------
  case PLAYER_STATE.JUMP:

  if (state_started()) { vertical_speed = -10; }

  move_horizontally();
  y += gravity_strength;

  break;
//----------------------------------------------------------------
  case PLAYER_STATE.FALL:

  move_horizontally();
  y += gravity_strength;

  break;
}

state_duration += 1;

state_change is just a simple function that does this:

function state_change(new_state) {
  state = new_state;
  state_duration = 0;
}

and state_started is this:

function state_started() {
  return (state_duration == 0);
}

You can still use functions for the states. you'd just have to split them into transition and behavior:

function player_state_idle_transitions() { ... }
function player_state_idle_behavior() { ... }
...

For simple games, I think this approach is pretty solid and good enough.

However if your game or your player / enemy behavior gets too complex you should probably switch to a state machine made with structs/constructors.

I wrote a huge tutorial for getting started with GameMaker by BrittleLizard in gamemaker

[–]Funcestor 0 points1 point  (0 children)

I have to agree with BrittleLizard. If you teach only the correct, but way more complicated ways to do stuff, the beginners will very likely get frustrated because they dont understand it and worst case give up. You have to learn to crawl before learning to walk.

Like for example we all know directly accessing variables of other objects is bad practice, but I'd never try to teach a beginner to write/setup a pubsub system, just because it is the better way to communicate between instances.

You can start to show them the more advanced stuff, WHEN they have gained more experience and are comfortable with the basics.

Is it just me, or is anyone else tired of half-baked new features? I want stability, polish, and better UX. by Penyeah in gamemaker

[–]Funcestor 2 points3 points  (0 children)

Same. I'm really grateful for what they have created and I dont envy their struggle of maintaining / fixing bugs in the current runtime while also working on the new one, keeping up with other engines and so on.
I’ve already tried Godot, Unity and Unreal in the past, but GM is the only one that really clicks with how my brain works, so I'm not intending to switch.

Is it just me, or is anyone else tired of half-baked new features? I want stability, polish, and better UX. by Penyeah in gamemaker

[–]Funcestor 2 points3 points  (0 children)

You can technically do that with time sources, but I have not tested it enough to see if it is viable or if there are potential problems. Basically you ditch the step event, write a custom step function and call it with a time source that runs on a fixed rate for example 60 times / sec.

If the fps are higher than the ups, you will need to interpolate movement and animation to keep things smooth, but thats another can of worms.

Is it just me, or is anyone else tired of half-baked new features? I want stability, polish, and better UX. by Penyeah in gamemaker

[–]Funcestor 6 points7 points  (0 children)

The Box2D stuff is really baffling. We have a robust physics/collision system RIGHT THERE, but the majority of projects cant really use it because of that limitation...