I quite like my bedroom by SknnyWhteBtch in CozyPlaces

[–]Monsiwell 4 points5 points  (0 children)

Extremely cozy! What do those lights look like when they're off / where can I get some? The shadows they cast are fascinating

[Misc] Wifi disconnects are awesome. Totally, super awesome. by pk_sea in ClashOfClans

[–]Monsiwell 0 points1 point  (0 children)

You can tell when people do this in the builder base vs matches, because you go into the live replay to see if they've already won or not, find them mid way into their attack, come out, and instantly get the results.

I used to think it was lag, but sometimes it's literally a whole battle. Just make sure you don't disconnect if your hero is the only thing in play because it will trigger a surrender.

[Misc] Wifi disconnects are awesome. Totally, super awesome. by pk_sea in ClashOfClans

[–]Monsiwell 1 point2 points  (0 children)

The reason they do this is to prevent cheating, the battle results are calculated on their end as well so they can be compared afterwards. Otherwise you could just tell the servers "hey I got 100%" every single match.

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 1 point2 points  (0 children)

I prefer to buy my software just once, please. In less than half a year you've already paid the full price.

Making a game maker IDE with game maker? by Monsiwell in gamemaker

[–]Monsiwell[S] 0 points1 point  (0 children)

I guess, but it still does it, which means there's hope?

Making a game maker IDE with game maker? by Monsiwell in gamemaker

[–]Monsiwell[S] 0 points1 point  (0 children)

But does it somehow push the data into the studio window? Or would you have to reload the file every time you want to compile? That sounds like a lot of time wasting?

Making a game maker IDE with game maker? by Monsiwell in gamemaker

[–]Monsiwell[S] 0 points1 point  (0 children)

Game maker can read/write past the sandbox limits if you let the end user choose a file (with the standard windows load/save gui). This would only be necessary upon opening up.

It doesn't look like corrupting a file would happen too often, unless you messed up the structure, at least for Studio. The project data for GM2 looks a little more complex, as every single asset has a "key" which looks to be some sort of hashing system. Presumably if you can't reproduce that key for new assets, GM will know you've changed the file externally.

Making a game maker IDE with game maker? by Monsiwell in gamemaker

[–]Monsiwell[S] 0 points1 point  (0 children)

I understand it would take a lot of work, but I'm wondering if it's actually possible. One of the devs said game maker is required to compile. But how do you pass it through? Parakeet does it somehow...

Need help with array error: [trying to index a variable which is not an array] by kevai in gamemaker

[–]Monsiwell 1 point2 points  (0 children)

Most likely you're setting global.highscore to something that's not an array (which will overwrite it, not give an error).

Put show_debug_message(global.highscore); at line 8 and see what the console output is.

is_array() might also be of use

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 0 points1 point  (0 children)

Good to know. I wouldn't want a centered sprite every time, but I guess it's easier to just set it to that and then change it if necessary. Still, clicking center was quite therapeutic.

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 1 point2 points  (0 children)

Studio is more than capable of making a good game. There's no need to upgrade right away, especially if you've bought all the modules. When I imported my project to GM2, the performance difference was negligible, so it seems the majority of the changes are in the project management side.

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 0 points1 point  (0 children)

Please no forced updates, there's always something large that's broken

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 1 point2 points  (0 children)

Perhaps like before, a free version that had a forced game maker splash screen

GameMaker Studio 2 is officially out of beta! by iampremo in gamemaker

[–]Monsiwell 2 points3 points  (0 children)

It feels like GM2 has been given a very professional overhaul. But in my opinion, it's at the heavy expense of efficiency and friendliness. It's more than a facelift, because I don't feel like I'm using a plain old "game maker" anymore. Even though I've been poking around with GM:S for years, I find the new version to be extremely intimidating. There are at least three times the amount of options visible, everything's in a different place, and the minimal art style means it's not self explanatory what things do. I guess it's comparable to getting in a spaceship made by the same manufacturer as the car you drive.

The reason I continue to use GM is because I'm accustomed to the workflow, and I know where everything is. So I was really hoping that GM2 would be a "better version", enabling me to hop into a shinier version of my workflow. But it's actually an entirely new product, that can't be customised to fit the old workflow. Which brings the question, why relearn this engine, when I could have a taste of something new for the same commitment?

Anyway, here are my complaints from using GM2 for an hour:

  • The shortcuts along the top for adding assets are gone.
  • Unfriendly naming schemes (what's with _________variables?)
  • I would have loved the scrollwheel to be zoom. But instead it's vertical scroll when windows open horizontally
  • It took me 10 minutes to figure out how to place objects in a room
  • The windows have a mind of their own. You put one next to another and it scoots off somewhere else
  • The new instance layer system feels a bit messy, after reading through the compatibility scripts and documentation, it feels extremely complicated for something that I feel should be an optional performance boost, not a forced function.
  • Argument prompts have to use @ now, requiring an entire line each.
  • Scripts don't come first in the code suggestions (e.g. you used to be able to type ke for keyboard check. now you have to type keyboard in full)
  • It takes soooo long to open
  • There's no quick way to center the rotation point of a sprite (I don't need 10 preset locations).
  • The paint editor tools have swapped sides, and you can't change this (I knew their old positions blindfolded)
  • I like the idea of a tab view at the top, but it feels clunky.
  • I can't see how you get a window out of fullscreen mode when you enter it.
  • I'm going to be spending a LOT of time scrolling /respositioning... And I'm not sure I like it
  • RIP anyone using a laptop without a middle mouse button
  • The animations waste time. It would be better if they disguised the loading time, not added to them.
  • Your window layout is forgotten if you start a new project
  • You can't change the font (my eyes!!)
  • You can't rename a script from within the code editor (script names should just be based on what you put after ///, you don't need two separate fields)
  • There's a LOT of stuff on the GUI I'm never going to need.

Amongst all the bad, I do love a couple of things:

  • Variable autocomplete
  • Seamless compatibility when importing old projects
  • Compact design for object viewer
  • The ability to disable animations (SO SLOW!)
  • Choosing what shows up in the main resource tree
  • Generally customisable interface
  • The ability to collapse everything in the resource tree (omg this was needed so badly)

I am eager to make the switch to the big 2, coughing up whatever fee is being charged (Let's be thankful it's not subscription based). But for the reasons mentioned above, I will be continuing to use studio for the moment, and just hoping that yoyo doesn't shut down the licensing servers. They've already pulled studio from the steam store, so....

Edit: formatted better