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1076077 Posts in 44161 Topics- by 36127 Members - Latest Member: DSSiege11

December 30, 2014, 08:51:29 AM
TIGSource ForumsPlayerGeneralGame Maker 8 Released
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Author Topic: Game Maker 8 Released  (Read 6756 times)
Epitaph64
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« Reply #40 on: December 22, 2009, 04:26:03 PM »

Wow... when I bought it back at GM5 they promised lifetime upgrades I believe... I guess they didn't plan to sell the program to yoyo back then, but still! Angry Well, at least I've moved to Java programming now, so I more just wanted to experiment with the new features, but, oh well Tongue
« Last Edit: December 22, 2009, 04:35:13 PM by Epitaph64 » Logged

Ben_Hurr
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« Reply #41 on: December 22, 2009, 04:42:21 PM »

Wow, that's just retarded

Quite so.

Yet another case of customers being treated like criminals in the name of anti-piracy, despite the fact that it never works.
Amen to that.
I don't approve of mass pirating work, but I approve of all >THIS even less.  Outraged
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Tanner
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« Reply #42 on: December 22, 2009, 05:28:02 PM »

More like Game Maker 6.5
fixed
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The-Imp
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« Reply #43 on: December 22, 2009, 05:30:23 PM »

More like Game Maker 4.0.

I'm not gonna lie, I actually like 6 quite a bit, 7 was kind of... I don't know.
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ஒழுக்கின்மை
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« Reply #44 on: December 22, 2009, 05:33:04 PM »

i did some speed tests and my results were:

1. inherent slowdown due to a large number of objects slightly improved. for instance, 63 fps vs 66 for 4000 objects, 27 vs 29 for 9000 objects, 258 vs 262 for 1000 objects. a very minor but real difference.

2. loops (repeat loops and for loops) are significantly faster in gm8: 1000 objects doing 100 iterations of a repeat loop was 24 fps in gm7 vs 48 in gm8, and doing 100 iterations of a for loop in 1000 objects was 10 vs 18. so loops seem to have doubled in speed.

i did not test load times or anything else yet.

but yeah, i was hoping for shaders and such so that gm could enter the 21st century. even in 2d shaders would be quite useful.
« Last Edit: December 22, 2009, 06:17:59 PM by Paul Eres » Logged

jwk5
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« Reply #45 on: December 22, 2009, 06:22:25 PM »

I think now would be a good time for me to start learning Torque Game Builder again, I bought the license for it a while back but never got around to learning it (the new version of it coming out, with multiple linked/joint 2D objects treated as "models" (like 3D models) looks killer). I just wish the documentation for it was a little less round-about...

Anyways, that brings to mind something that really baffles me. The only anti-piracy measure for TGB is your registry code, that's it. The product costs $100 for the indie license and the updates they make to the product are fairly significant but still free if you've already paid. Game Maker 8, however, requires you to jump through all these anti-piracy hoops (including having to be online to use it!?) for relatively slight updates (feature-wise) and you still have to pay $25 even if you've already bought previous versions (unless it was within this year).

So how is it Garage Games manages to get by with minimal anti-piracy measures and free updates for a product they charge $100 for minimum yet YoYo Games needs excessive anti-piracy measures for slight updates they are charging $25 for? That seems ridiculous to me.
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Epitaph64
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« Reply #46 on: December 22, 2009, 08:08:39 PM »

The funny thing is, there are tons of great engines for use with C++/Java/Python etc, that can help the non-technical minded create games with a little bit of work. Plus, you'll learn how to use a more professional language in the process, and save yourself some money too.
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jwk5
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« Reply #47 on: December 22, 2009, 09:13:24 PM »

It's funny, I didn't learn game development and programming through any schooling. For me it started with RPG Maker for the PS1 which led me to RPG Maker 95, then to RPG Maker 2000 and 2003, which led to Game Maker and from that mod development on Neverwinter Nights, Unreal Tournament, Elder Scrolls, etc. Each step of the way it was like "I am going to stick to this because that is too complicated for me to figure out!" and then one night I get drunk and that starts to make sense.

Game Maker was pretty adequate till I started learning about classes and functions and how graphics are handled in memory, so now I feel the need to get drunk and kick it up a notch. I think GM8 is the kick in the ass I needed to reach that conclusion, as I had hoped for more out of it than what was apparently delivered (and I don't always have access to the net so the whole "gotta be connected to the net to use it" bit really pisses me off).
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« Reply #48 on: December 23, 2009, 04:54:29 AM »

Cheesy I'm glad I work with Construct.

yes, GM and Construct are comparable.


...
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BoxedLunch
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« Reply #49 on: December 23, 2009, 11:07:34 AM »

I downloaded it, the code editor is great. It helps that it shows what line specificaly the code problems are on. But the could have done more with it. Oh well.
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C.A. Silbereisen
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« Reply #50 on: December 23, 2009, 11:26:28 AM »

Thing is, a lot like the alpha transparency, this should be a standard in software development tools in the 21st century and should have been added years ago, the old code editor was a joke at best. Game Maker is now officially on the level of Visual Basic before it became .net. CONGRATURATION!!
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xerus
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« Reply #51 on: December 23, 2009, 01:14:45 PM »

Yes, I wish that game maker would catch up in terms of hardware acceleration and shaders, but from someone coming from MMF I still enjoy game maker, even if version 8 isn't really that much of a leap.  Scripting is nice, and compared to paying like 150 bucks for MMF, paying 45 total for gm7 and gm8 isn't that bad.

But fuck that softwrap bullshit, someone get a crack working.
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C.A. Silbereisen
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« Reply #52 on: December 23, 2009, 01:38:16 PM »

I guess it'll interest everyone here that the "you have to be online" thing isn't actually true. I just ripped out my ethernet cable, rebooted my computer and started GM8. Everything worked as it should, it was the full "Pro" version with all features enabled.  Wink
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ஒழுக்கின்மை
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« Reply #53 on: December 23, 2009, 01:48:27 PM »

yeah, i believe you need to be online to install it, but not to run it -- same with gm7
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xerus
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« Reply #54 on: December 23, 2009, 01:58:40 PM »

yeah, i believe you need to be online to install it, but not to run it -- same with gm7

My GM7 always reverts to the basic version when I use it on my laptop, not on the internet.
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C.A. Silbereisen
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« Reply #55 on: December 23, 2009, 02:02:33 PM »

It's done that once for me. I re-registered from my laptop and it never happened again.
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ஒழுக்கின்மை
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« Reply #56 on: December 23, 2009, 02:08:20 PM »

i've heard of problems like that, and they're definitely real and softwrap's fault, but they aren't intended behavior, but rather (very common) bugs
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deadeye
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« Reply #57 on: December 23, 2009, 03:31:35 PM »

I guess it'll interest everyone here that the "you have to be online" thing isn't actually true. I just ripped out my ethernet cable, rebooted my computer and started GM8. Everything worked as it should, it was the full "Pro" version with all features enabled.  Wink

Aw shucks, now how will I get all of your garmonbozia? Sad
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« Reply #58 on: December 23, 2009, 04:27:02 PM »

yeah, i believe you need to be online to install it, but not to run it -- same with gm7

Oh, well that isn't so bad then...

Now, the only thing to complain about is the fact that this isn't really a huge upgrade Sad
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deathtotheweird
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« Reply #59 on: December 23, 2009, 04:49:42 PM »

My GM7 always reverts to the basic version when I use it on my laptop, not on the internet.

it does it to me too. i really dislike softwrap.

it's a shame of how many idiots on the game maker site voted for it.
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