Game Maker Studio Impressions

Posted by F1ak3r on Aug. 4, 2013, 4:15 a.m.

So I bought GM Studio because YYG was offering it to GM7/8 users for around $10, and I've gotta say I'm quite happy with it. Thought I'd be more upset about all the deprecated functions and features, but good riddance to those horrible grey message boxes, and honestly most of the removals make quite a lot of sense. Granted, I've only been using it for a few days, so maybe there are some awful frustrations I haven't discovered yet, but in many ways I'm very glad I upgraded.

Converting Diver was pretty quick and easy, and would have been more so if I hadn't been using triggers, which, as a feature, were always something that sounded really cool in theory and that I really tried to use as many of as I could, but they did kind of make code more spread out than it really needed to be. I don't miss them too much.

I also had an extension with a custom action library and some functions that I had to get rid of to get the game to work on the Steam version of GMS0, but that wasn't much work, and honestly making my own d&d action library was kind of an exercise in using GM's obscure features just because I could (much like triggers)1.

There was a place in the level editor where I was using execute_string() (an undo function – I had a ds_stack that I'd alternately put "instance_destroy(thing)" and "instance_create(x,y,thing) in"), so I had to extend that script from two lines to about twenty (all the while bemoaning GM's lacklustre string manipulation2). I was a little proud of the simplicity of the original execution, but execute_string is a bit of hack and I can't say I miss it too much.

I downloaded the entirety of Chiptunes.org and I'll probably choose something from there for the game's music, because pretending to be cly5m is one of my favourite hobbies chiptunes are rad. Probably convert the files to OGG instead of mucking around with whatever GMS's version of Bassmod/JBFmod is.

I don't like how the splash image seems to be constrained to a specific size – so many older GM games did wonderfully inventive things with different sized splashes, and it's bizarre that they'd prevent that. Of course, now that you can turn off the splash image… man, that just seems like cheating. I dunno, the splash image is just such a GM thing, it seems wrong not to have your game start with one. How else will people know to press F4 for fullscreen?3 =P

The achievements are fun. I can't wait to get 1k compiler errors. The games in the Steam Workshop on the other hand… man, it's like I'm on YYG but without the spotlight and popularity features.

Dunno if I'll get Professional or any of the modules, it all really depends on how many lotteries I win, but it's nice to have a version of the program that's actively being worked on and updated again.

0 – Well, actually I only needed to do that so I'd have the option of putting my game on the Steam Workshop, which doesn't allow extensions for security reasons. And I'm not even sure I'll actually end up doing that.

1 – I haven't used D&D in years because of some idea about code elitism or whatever, but honestly sometimes it's just quicker to grab an action like "Call inherited event" than to write the same function at the top of half of my code actions, and I really don't need to prove to myself that I'm a l33t haxxor who's grown beyond drag and drop anymore.

2 – Have GM's strings always started at index 1? Because it really grosses me out.

3 – But, of course, those default keys were also removed, along with the default save system (how will I save scum on noob games?).

Comments

death 10 years, 9 months ago

I wouldn't convert any of my projects. no need to. Studio Standard doesn't provide anything additional from what i know, at least not in the sense that it'll do anything for the project. Finish whatever you're working on in Gm7/8 than try a new project in Studio.

There are actually a lot of functions that were removed, some important ones that will make certain projects very difficult to port over. i can't even do some of the projects i have on 8.1 at all on Studio because of this. (you can't load externally so adding objects and images after startup is impossible from what i've heard)

sirxemic 10 years, 9 months ago

Yeah I just found through that topic how to claim this upgrade and it isn't working for me either. Oh well.

eagly 10 years, 9 months ago

Just worked for me! Well this is one thing YoYo has made a good decision about, although not executed brilliantly, obviously.

Castypher 10 years, 9 months ago

I upgraded a while back just in case I ever planned on using GMS. I've tried to convert several of my games already and unfortunately it was a huge pain in the ass. Lots of functions are gone, lots of methods have changed, and it'll be a while before I can fully adjust to it. Unlike most people, I actually actively used particle attractors and destroyers and the like, and the removal of both of those makes me a little iffy about converting my particle systems.

Not to mention that I need to see how the new multiplayer plays out, along with a need for an FMOD-similar tool for music dynamics.

However, probably my favorite feature of GMS is the ability to alter image scale, angle, blend, etc just from the room editor, rather than going through the object creation code. I used this a LOT and if it also alters the visual representation in the editor (which I haven't tested yet), then I am fucking sold.

Also, to add to the particle systems question, particles are already quite a bit faster than the alternative of having hundreds of dynamic objects, because GM's objects are quite bloated and have a lot of data to track even if they don't use it. However, you never had very much explicit control of particles outside of attractors and deflectors, so I'm a bit miffed that they removed that.

F1ak3r 10 years, 9 months ago

Quote: sir_xemic
Yeah I just found through that topic how to claim this upgrade and it isn't working for me either. Oh well.
=(

Quote: Juurian
Curse them for that petty porting from GM7/8 to Studio tutorial, I didn't learn anything I didn't already know. And it's still a pain in the ass to convert my projects.
How so, just out of interest?

Quote: death
wait… the promotion actually worked for you? i tried numerous times and i always get "invalid license key"… well good for you i guess. one of the few lucky ones. (there's a ton of people anger on the GMC about this)
Somehow I've always been really lucky with GM keys. I bought a key for 6.0, went to 6.1 no troubles, converted to a 7.0 key no troubles, bought an 8.0 key that worked without issue, upgraded that to 8.1 and just now got the Studio discount. I doubt my experience is reflective of even the majority's though.

Quote: death
There are actually a lot of functions that were removed, some important ones that will make certain projects very difficult to port over. i can't even do some of the projects i have on 8.1 at all on Studio because of this. (you can't load externally so adding objects and images after startup is impossible from what i've heard)
Yeah, the resource adding and changing functions were the worst hit, but that's the price you pay for a better runner and cross-platform operation. I never used any of them so it wasn't much concern to me, but by all means don't upgrade if that stuff's integral to your project.

Quote: eagly
Just worked for me! Well this is one thing YoYo has made a good decision about, although not executed brilliantly, obviously.
Ah, poor old YoYo. I really think they want to do right. Still, I imagine a lot of the trouble is Softwrap's fault.

Quote: Kilin
Not to mention that I need to see how the new multiplayer plays out, along with a need for an FMOD-similar tool for music dynamics.
I imagine it'll at least be an improvement on the old system, but yeah, I need to test that out too. And FMOD is a must.

Quote: Kilin
However, probably my favorite feature of GMS is the ability to alter image scale, angle, blend, etc just from the room editor, rather than going through the object creation code. I used this a LOT and if it also alters the visual representation in the editor (which I haven't tested yet), then I am fucking sold.
Mmm yes, the room editor has come along nicely.

Quote: Kilin
Also, to add to the particle systems question, particles are already quite a bit faster than the alternative of having hundreds of dynamic objects, because GM's objects are quite bloated and have a lot of data to track even if they don't use it. However, you never had very much explicit control of particles outside of attractors and deflectors, so I'm a bit miffed that they removed that.
Hmm, yeah, that's definitely a point. I've seen some spiffy demonstrations of what attractors and such can do, and the more I think about it, the more I'm not so certain your run-of-the-mill 2D game really needs a traditional particle system. I mean, from a theoretical perspective it's real pretty and elegant, but you do sacrifice functionality for some speed that you are likely to not even need.

mrpete 10 years, 9 months ago

Quote: Flak3r
- CD functions: because (1) who the hell plays music by putting music CDs in their drives anymore and (2) those functions didn't even half the time.

- Some window and display functions, including legacy functions for old versions of Windows, and Windows-device-only functions in general.

- Things like object_add and execute_string that are incompatible with the new compiler. Resource changing in general is basically out.

- A few file_ (not file_text. just file_) functions I didn't even know were still in GM7.

- Those awful message boxes and associated things (have now been replaced with system-standard asynchronous boxes.)

- Registry functions (that and the inability of GM games to write files anywhere but one specific appdata folder without explicit permission from the user makes future games like Execution impossible, but it makes GM games safer.)

- Sound effect functions (chorus, echo, reverb, that sorta thing)

- Room transitions (yessssss)

- Mplay (finally been replaced by socket functions)

- Some particle things like attractors and changers and destroyers that kinda defeated the point of having a particle system by requiring all the particles to be explicitly tracked and handled after generation. Don't think I ever used them anyway.

@All: I know a lot of you won't use or used most of the functions in previous Game Maker's. But, I personally would of liked for them to keep some of the functions in for legacy purposes. 8 did when loading previous versions. It made translation's smoother. As for as functions that never worked. That's a shame that they never were revised(especially in the sound department). Because, originally Game Maker was mapping the Windows API for ease of use in game development. I know these days there are too many OS platforms for one API system. Therefore, functions that were outdated had to be cut. I think the best thing they did was turn 'MPLAY' functions into 'SOCKET' functions. I just hope that they don't get to carried away with the cutting of functions. As a programmer long before Game Maker. I understood why Mark set up the original Game Maker's the way he did. But much has changed since then. Much..

JuurianChi 10 years, 9 months ago

Quote:
How so, just out of interest?

Well it turns out that my old projects relied heavily on depreciated functions and draw commands and I just don't have the patience to go through everything and modify according to the New Studio stuff.

For me, it's like saying "It'll cost me less to just buy a new car than to fix this old one."

So I just buy a new car.