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Author Topic: Game Maker 8  (Read 6162 times)
Offline (Unknown gender) Game_boy
Posted on: July 20, 2009, 01:58:36 AM
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So, there's a GM8 beta now. Will ENIGMA have some of this? Most of it's a bit pointless and just shortcuts what you could already do with code (alpha channel, trigger events) but the new sprite and code editors are much better.


What is New
Version 8.0 of Game Maker has a large number of improvements over version 7.0. Below the most important changes are described.

Incompatibilities
Text splash screens can no longer show images. However, web splash screens have been added that can show full html documents with images, etc.

A number of changes have been made to the functions related to sprite and background resources. This is due to the fact that Game Maker uses a completely new mechanism for these resources. If your game uses a lot of calls to functions that load or save image resources on the fly you are strongly recommended to keep using the old version 7.0 for that game.

News
Game Maker now default shows a News page when it is started. Here new version will be announced, new resources will be indicated, there is information about competition, and game design tips and tricks. News is shown only once a day. In the Pro Edition this can be switched off. You can always access the news through the Help menu and you are encouraged to regularly check the news for important information about Game Maker.

Tutorial
Game Maker now has a standard built-in tutorial for beginners. It is shown in a panel at the right of the screen. Experienced users can indicate that they do not want to see the tutorial anymore. To accommodate for the tutorial panel, Game Maker is now default started in full screen mode. It does however remember its settings so changing it once to windowed mode will from that moment on start it in that mode.

Alpha-blended backgrounds and sprites
The new version Game Maker uses backgrounds and sprites with alpha (transparency) channels. This makes it possible to create and use much nicer sprites. PNG files with such information are now correctly loaded. The sprite and image editor have been completely rewritten, including many new drawing options and effects. A new sprite file selector was added that shows the animations in the sprites. Also we bundle a large number of high-quality sprites with Game Maker that you can use for free in your games.

Enhanced collision checking
You now have more collision checking options. For example, you can indicate that collisions should be with an enclosed disk and you can enlarge and reduce the collision mask. The sub-image of the sprite can have a combined mask and you can set the dependence on the alpha transparency value.

Splash screens
A new function splash_show_web(url,delay) has been added that can be used to show web pages as splash screens. You can also use local html pages for this. This allows for a powerful mechanism to e.g. create help pages. A close button is added to the splash screens. Also a number of new actions have been added to show the different types of splash pages and to change splash settings. (The old Show Video and Webpage actions have been removes as the new actions include them. They will though still work in old games.)

Trigger events
A new type of event has been introduced: Trigger events. Trigger events you can specify yourself. You give them a name and a condition, written in GML. After this they can be used in all objects, just like other events. With this you can easily extend the functionality of Game Maker.

Time lines
The timelines have been extended. The property form has additional buttons to e.g. spread out the moments and to delete or duplicate ranges of moments. Timelines can now be paused and restarted and they can even be played backwards. Also they can now loop automatically.

Importing and exporting resources
The possibility to merge games has been replaced by a much more extensive system to import and export resources. The user can indicate which resources to export to a file (.gmres). Next they can be imported in a different game. In principle only one resource can exist for each name. When there is a name conflict when importing the use can specify to keep the original, replace anyway, take the one that is most recently changed, or keep both (not recommended). To be able to do the third option, all resources now keep track of when they were last changed.

Rewritten script and code editor
The built-in script/code editor has been completely rewritten, making it a lot easier to write code. For example there is pop-up function name completion, argument help, matching brackets, improved color coding, line numbers, on-the-fly error checking, code snippets, and a sophisticated find and replace functionality.

Other changes
There are a number of other changes and additions. Here are some of the important ones.

Constants can now be defined in their own form (rather than through the Global Game Settings). As a result they can remain visible while you are e.g. writing scripts. You can also load and save the constants to text files.
Also included files are no longer shown in the Global Game Settings but in their own form.
The loading time for games has been considerably improved. Also when running a stand-alone game.
Many small visual improvements
Added function random_range(x1,x2), irandom(x), and irandom_range(x1,x2). The latter do give integer results and can include x or x2.
There is now a game setting to disallow screensavers or powersaving options (sleep, hybernate) while the game is running (default disallowed).

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Offline (Male) Rusky
Reply #1 Posted on: July 20, 2009, 01:01:01 PM

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Integrating alpha masks is not pointless. It lets you use alpha masks on internal resources. Before you had to use external ones. New sprite and code editors (as well as news, tutorial, importing/exporting and all the constants/included files/etc stuff) are IDE-only, so that'd be a suggestion for LGM, not ENIGMA. Once GM8 is out of beta, I would guess support for gm8 gmks would be on the todo list.
ENIGMA would be responsible for the splash screens, triggers (makes your code cleaner, but yes, not as useful as others), timeline changes, the new random functions and the screensaver options.
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Offline (Male) RetroX
Reply #2 Posted on: July 20, 2009, 10:24:26 PM

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Alpha support really is a lot more letting LGM handle them rather than coding them, because I'm pretty sure OpenGL natively supports them in the resource setup we have (either that or just changing 24 to 32 for bit-depth somewhere).

And speaking of which, does this remove the 32x32 icon limit?  Either way, LGM needs to remove that.

And did they finally add collision_triangle?  It would be nice to have a collision_triangle and a collision_quad (which really just uses the triangles, but whatever), but I know YYG will never do it until GM10.
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Offline (Male) Josh @ Dreamland
Reply #3 Posted on: July 21, 2009, 09:34:53 PM

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I just have to change random_integer to irandom. I'll also need to study their random_range function to see what it does. Shouldn't be difficult.
(Fun fact: seeds in ENIGMA produce the same results as the same seed in GM/Delphi)

If by alpha masks, they just mean you can specify which color is transparent, ENIGMA and LGM can already do that. We agreed on it for later extensibility.

I'd like someone to tell me how constants are defined now, though.
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Offline (Unknown gender) Game_boy
Reply #4 Posted on: July 22, 2009, 05:03:52 AM
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I'd like someone to tell me how constants are defined now, though.

Same mechanism, just under Resources -> Define Constants rather than Game Settings. That's it.
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Offline (Male) Rusky
Reply #5 Posted on: July 22, 2009, 12:09:40 PM

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By alpha masks, they mean RGBA 32-bit data for images. You can set the alpha level of any particular pixel. PNG is their native format, I believe.
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Offline (Male) Josh @ Dreamland
Reply #6 Posted on: July 22, 2009, 01:19:53 PM

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Didn't think I'd see the day. Pixels over .5 alpha are used in collisions, I take it?
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Offline (Male) Rusky
Reply #7 Posted on: July 22, 2009, 06:38:33 PM

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Actually, they completely redid the collisions thing. You can actually set which level of alpha is used for collisions, via an alpha tolerance property. That also affects the rectangle, disk and diamond default mask shapes. In addition, you can also set all of those collision types to automatic, full image, or a manual part of the sprite. You can also give each frame its own collision mask if you wish.
« Last Edit: July 22, 2009, 06:40:34 PM by Rusky » Logged
Offline (Male) RetroX
Reply #8 Posted on: July 22, 2009, 06:39:21 PM

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Wow, that sounds really useful.  GM8 is better than I thought.
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Offline (Male) Rusky
Reply #9 Posted on: July 22, 2009, 07:17:40 PM

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The rewritten script editor has intellisense too. And they fixed the stupid "only single, 32x32 icons are supported" thing so you can use fancy icons.
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Offline (Unknown gender) score_under
Reply #10 Posted on: July 23, 2009, 06:18:38 AM

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The rewritten script editor has intellisense too. And they fixed the stupid "only single, 32x32 icons are supported" thing so you can use fancy icons.
They had to use that because there was limited space in the resource section - the icon was actually pasted over the old runner icon.
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Offline (Male) Rusky
Reply #11 Posted on: July 23, 2009, 11:22:07 AM

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Okay, but it was still stupid.
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Offline (Male) RetroX
Reply #12 Posted on: July 23, 2009, 12:32:03 PM

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They had to use that because there was limited space in the resource section - the icon was actually pasted over the old runner icon.
That's called stupidity for keeping Windows 98-styled icons. ;)

Now, any icon can work in any version of windows (I think the only exception is 1.0-3.1, which I'm pretty sure still can).
« Last Edit: July 23, 2009, 12:33:35 PM by RetroX » Logged
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Offline (Unknown gender) Game_boy
Reply #13 Posted on: July 25, 2009, 06:33:33 AM
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NEWS: Game Maker 8 will not be free to users of Game Maker 7, unless you bought GM7 in 2009.

Also, GM8 Beta 2. The important new, non-UI feature is that you can draw your own bounding box with a mouse (don't know how that works exactly)

Changelog:

    *  You can now change the background of the main form by placing a file back.bmp in the main folder.
    * You can now set in the preferences how long to wait before showing the function completion help.
    * In the image editor, double clicking on the preview image now opens a separate preview window.
    * Added a variable gamemaker_version. Current value is 800.
    * Extended the tutorials mechanism to allow for multiple tutorials.
    * You can now use high quality icons for your games.
    * For the code editor there is now an option in the preferences whether you want to allow the cursor beyond the end of a line of text.
    * Added functions disk_size(drive) and disk_free(drive).
    * When defining triggers there is now an option to edit them in the code editor.
    * You can now indicate in the preferences to show the news in the default browser.
    * Collision mask definition has been changed. Makes it compatible with past and adds bounding box options back in (plus possibility to draw them with mouse).
    * Changed the window caption to first show the name of the game. Also show this correctly in the Task Bar.
    * With autocompletion in the code editor you can now use the mouse wheel to scroll through the options.

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Offline (Unknown gender) score_under
Reply #14 Posted on: July 25, 2009, 10:19:54 AM

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NEWS: Game Maker 8 will not be free to users of Game Maker 7, unless you bought GM7 in 2009.
OllyDbg time?
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