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Coyote
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PostPosted: Sun Jan 16, 2011 11:49 am    Post subject: Reply with quote

WOOT!

Congratulations! Can't wait to try the final version out. Buh-bye Eye of the Beholder, Hello underworld! Wink

(Wait, didn't I kinda say the same thing in 1991 ...? Different Underworld?)
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GuideBot
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Joined: 24 Mar 2010
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PostPosted: Tue Jan 18, 2011 4:28 am    Post subject: Reply with quote

Congratulations! Are you able to give examples of how you lightened the engine? I'm always excited by that sort of information...

And have any information about the sequel?
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Donovan9830
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PostPosted: Tue Jan 18, 2011 11:02 am    Post subject: Reply with quote

Thanks Jay Smile

@Guidebot it's actually quite simple. I had tried at first to split up the game into several different programs that launched each other as needed but it made a big mess. In the end, I took almost every image out & called them in as needed using sprite_add_sprite.

If you use GM for a large game, keep in mind that integrating the images is a sure way to cripple your project. When there are hundreds it just doesn't work out.

My next step is a Mac version since GM came out for Mac recently. The problem is that GM for Mac is GM 7. Naturally, I migrated to GM8, which can't be read by GM 7. So right now my work sessions are made up of endless CTRL-A, CTRL-C, ALT-TAB, CTRL-V with a few clicks here and there. And that's just for the scripts.

GM8 innovated with the possibility of exporting images bundled with image data relevant to GM (origin-x, origin-y...). In GM7 that data has to be coded in the function that draws the sprite. So exit .gmspr. I have to change hundreds of image calling functions, determine the origin for the ones that need it (it's in the middle of the image for monsters), and hunt down all the images that I left in unlikely places in my hard drive.

So another tip if you ever use GM, especially for an RPG. A Mac version seems necessary as Mac users crave anything decent that comes out so stick to GM7 unless GM Mac ever catches up with GM PC.

Oh the learning can be such a draggggg :p
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OlderBytes!
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Donovan9830
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PostPosted: Tue Jan 18, 2011 11:05 am    Post subject: Reply with quote

Oh and for the sequel I have the general idea down but nothing is set in stone until I get some dev going & confirm I'm not trying to bite off too much...

So nothing really official yet, sorry.
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OlderBytes!
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GuideBot
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PostPosted: Tue Jan 18, 2011 8:03 pm    Post subject: Reply with quote

Thanks for the info. I'm sure now that you've put all that work in they'll update GM for Mac to Version 8 in about a week Wink

I can imagine that having multiple programs would be a real jerk to work with.

I've been working on and off on a GM based puzzle FPS (I posted some WIP screenshots ages back in some topic) as a side project to my kind-of-similar-to-Underworld step based first person RPG and at the moment all the images are in as resources - nothing is dynamic at all. I haven't noticed any speed issues yet but I'm sure it's something I'll come across eventually, especially since I've got an in game editor I want players to be able to use to make their own levels.

The RPG itself is written in freebasic which gives me a bit more control over data structures and that sort of thing. I find GM great for real time, simple action based games but I think trying to get it to support a whole lot of customisable data (like different objects, walls, scripts, spells, etc) that an RPG generally needs would be a huge headache. I don't think GM has very good text file reading commands, either, and I really couldn't be bothered writing my own parser for each line... Mac support would be great though. I presume you need a Mac to use it though.

I'm pretty impressed with Underworld for that reason, although I haven't been able to really get in to it yet (a premade party would be a good idea for the sequel so people can jump right in and start playing without having to research all the stats and classes... yeah, I'm lazy!)

Anyway, let us know when you make some progress with the sequel!
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Donovan9830
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PostPosted: Wed Jan 19, 2011 1:13 am    Post subject: Reply with quote

I fell into GM by accident. Having no programming or computer background I did what all the kids did... Struggle to get that first image on the screen and learned from there. Now that I have a good grip on GM (and have a workable engine) I'm kind of reluctant to try something else. It ain't broke so I won't need to fix it.

I'm sure there are tools more suited for this than GM is but... Oh well.

Oh and I'm sure you're right. GM 8 Mac will surely be announced the moment I finish it. But if I waited it to come out then surely it wouldn't for years.

Yes, the world revolves around me, and it's out to get me Laughing

I'll be adding a dev news blog soon but it doesn't mean I won't stop by to say hi!
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OlderBytes!
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hanako
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PostPosted: Thu Jan 20, 2011 8:03 am    Post subject: Reply with quote

Quote:

A Mac version seems necessary as Mac users crave anything decent that comes out so stick to GM7 unless GM Mac ever catches up with GM PC.


Or use GM6 so you can port to Mac and Linux. Smile

Although as I haven't been making any new GM stuff to throw at him lately and I don't know if he's found any other clients interested, I don't think there's been any more development on that lately. But that's how I've done my ports, at least.

I have GM8 but haven't written a full game in it yet.
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Donovan9830
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PostPosted: Thu Jan 20, 2011 8:20 am    Post subject: Reply with quote

Hey, I noticed you had Mac versions of your games but that was after the release of GM for Mac. I therefore figured you had used that.

I read the instructions on Spinky's page & am a bit confused - but that was a first read. I'll look into it again once I've finished migrating back to GM7. From there since I still have GM6 both options should be open.

I don't feel too comfortable though. What he says about some functions not working... None of the examples apply but what about file inclusion?

I guess by looking into it I mean I'll send him an email with questions. Adding Linux capability sounds very tempting!

Thanks for the suggestion!
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OlderBytes!
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hanako
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PostPosted: Thu Jan 20, 2011 9:37 am    Post subject: Reply with quote

Quote:

I don't feel too comfortable though. What he says about some functions not working... None of the examples apply but what about file inclusion?


Basically, he doesn't use GM himself, so he has so far implemented only what he needed to implement in order to do the porting job I requested. I use a lot of functions, so a good deal of file-based stuff ought to work, but there are also all kinds of things I never touch which therefore might not have been worked on yet. Doesn't mean they're impossible, just not there yet.
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Donovan9830
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PostPosted: Sat Jan 22, 2011 5:31 pm    Post subject: Reply with quote

It's nice to know there's a backup solution so thanks again. If I can get it to work on my own I'll probably stick to that though.
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OlderBytes!
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Donovan9830
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PostPosted: Thu Jul 26, 2012 11:38 am    Post subject: Reply with quote

OK don't laugh but there's a final final final version coming soon.

It has a trailer: http://youtu.be/Fva490LpVJo
A facebook page: http://www.facebook.com/olderbytes
A twitter account: https://twitter.com/OlderBytes
And new web real-estate :p www.olderbytes.com

Final final final release set for early september!
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OlderBytes!
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Coyote
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PostPosted: Thu Jul 26, 2012 12:28 pm    Post subject: Reply with quote

At least it won't collide with the release of FK2.... Wink

(Though I really wish FK2 were a lot closer to release than it is...)

Anyway, WOOT!!!!!! I have been able to play an alpha (beta?) of the remake / gold already (thanks, dude), and it's pretty cool. More than just a graphics overhaul!
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Donovan9830
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PostPosted: Thu Jul 26, 2012 1:28 pm    Post subject: Reply with quote

Sometimes I wish it was just a graphics overhaul. I would have finished in March :p
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