Za_Destroyer
hmmm yes I drive gud
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- terra firma
- Seen Feb 25, 2024
No. The one that the Mac uses is version 7. Talk about super old.
Could I use GM V7 to make something as complex as Monokid?
No. The one that the Mac uses is version 7. Talk about super old.
Could I use GM V7 to make something as complex as Monokid?
Thank you all for your support! XD I think I've come up with a basic idea for a game! Now all I need are some coders, some good spriters, some music composers, some...
Monokid is not complex at all. Platform games are the most common games made in GameMaker. You can make one easily. But if you want physics, then you need GameMaker Studio.
You can make physics in Game Maker 8, Me and I'mCatman have done it many times.
Yes, using an external .dll. Otherwise, like hansiec said, a pure GML implementation in such an old version lags. GameMaker Studio has built in physics and GML is also faster (since they switched from their Delphi runner to their C++ one). They also upgraded from DirectX 8 to DirectX 9 (people still use XP) and even rewrote their whole audio engine so all old graphic and sound glitches are gone and vastly improved especially in performance respectively.You can make physics in Game Maker 8, Me and I'mCatman have done it many times.
https://www.youtube.com/watch?v=YF_gaohyMW0The physics we made did not cause much lag, only the occasional slow down.
But it's bearable.
An RPG game would require A LOT of variables and complex stuff since it's not just about jumping n' shooting (which is a big part of Game Maker's strength: platform games).
return (argument0 & ~(255 << (argument1 << 3))) ^ (argument2 << (argument1 << 3));
return (argument0 & ~(255 << (argument1 << 3))) ^ (argument2 << (argument1 << 3));
It would not take a lot of variables if you do it correctly. I think I can make my Pokemon game for GameMaker use less than Essentials uses. Furthermore, it's easier if you split it up into segments.
But code can become as complicated as in other languages. For example, the precious one line script I wrote today:
Argument0 was the original variable, argument1 was the byte number you want to change and argument2 was the byte you want to insert. This way, I could partition my double instead of wasting 7 bytes for a single character. Likewise, I have a script that modifies the bits themselves so I don't waste 63 bits for a boolean (yup, GameMaker makes those doubles too >.<).
I agree. I posted a bunch of suggestions to the GameMaker forums for better GML but people just told me to just use C++. GameMaker will never beat anything for rapid development to me though. :p
The development team of GameMaker does not want to add many new features in terms of the IDE and GML though. They're too focused on improving current features (although I can't wait for them to add shaders to the 3D so I can finally add some nice lighting and for them to finally fix the old deprecated online engine they were using).
I once tried to build a GameMaker game in C++ (by building a .dll). Unfortunately, the calls to the library was slower than the calls that I can make within the GameMaker so it was a waste of my time.
I would never have been able to start game development in a programing language like C# or C++. There are all these walls you have to learn first and they were easily broken down by GameMaker to master these languages quickly and jump right into development with them.
WinMain(HINSTANCE hPrevInstance, HINSTANCE hInstance, LPSTR lpCmdLine, int nShowCmd){
MessageBoxA(NULL, "This is a pop up Box", "PopUp Box", MB_ICONEXCLAMATION | MB_OK);
}