PDA

View Full Version : Game Maker 8 Features Revealed



Squid
28-06-2009, 10:57 AM
Dunno if this has already been posted.


As we promised, here is a preliminary list of features that you can expect in Game Maker 8.0. Note though that this is still subject to change.

PNG/alpha transparency/Image editor

Game Maker now supports sprites and background with alpha channels throughout the maker. An alpha channel allows pixels to be partially transparent. With the use of alpha channels your graphics can look a lot nicer. The most used file format for alpha channels is PNG. PNG files are now the standard image and sprite files for Game Maker although it can still read all the other file formats. The built-in sprite and image editors have been rewritten to handle alpha transparency. In particular the image editor has been completely rewritten, including many new drawing options and filters/special effects.

Collision checking option

Collision checking options for sprites have changed. You can now e.g. indicate whether sub-images should all have the same or different collision masks. Also you can increase and reduce the mask and use a disk as a mask.

Import and export of resources

You can now import and export the various resources in your game. For example, you can export all sprites and import them in another game. Or you can give a copy of your gmk to somebody else who makes some additional rooms which you can then import in your original game. It makes it a lot easier to collaborate on games.

Splash screens that show web sites and html documents

You can now show splash screens in the game that show a website or a local html file. In this way you can incorporate for example very nice help pages in your game. There are new actions to support this. Also splash screens got some additional options.

Time lines

Time lines have been enhanced. They can for example be paused and they can even play backwards.

Trigger events

These are a new type of event that you can define yourself and then use in your objects. For example, you can define events that happen when an object gets close to another object, or when you press a combination of keys, or when you reached a particular score, etc.

A new script/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, and a sophisticated find and replace functionality.
The new script editor

Smaller changes

Some smaller changes include: Game Maker news shown in the program, much faster loading times (also when starting games), better encryption of executables, constant definition in a separate form, and some visual improvements. Also a number of bugs have been corrected.

Bundled resources

Game Maker 8.0 will be bundled with a complete new set of high-quality resources (sprites, background, sound effects) that you can use for free in your games.

Source (http://glog.yoyogames.com/?p=537)

I'm especially happy about the new code editor. About time it started looking more like a proper IDE.

Bonezmann
28-06-2009, 09:06 PM
That splash-screen thingie sounds real nice. The trigger events sounds cool too. ;)

Elyaradine
28-06-2009, 09:54 PM
they can even play backwards.
First thought that popped into my head?

Braid.

Gazza_N
29-06-2009, 08:50 AM
It's about time that they added support for an alpha channel in sprites. Wasn't this supposed to be in GM7 already? :<

It all looks good. I especially like the new script editor features, and the ability to merge individual assets from other files (really could've used that in my current project :P). Quite frankly, from their description, there's no real functional difference between a trigger event and using a custom user event, so... um... Wha?

Also, for those who aren't aware - price hasn't been decided on yet, but chances are you'll have to pay for the Pro upgrade to 8, as opposed to the free upgrade we got from 6 to 7 (unless you buy 7 Pro NOW. Licences purchased now are eligible for a free upgrade). Personally, I don't mind paying again if the improvements are worth it. GM6/7 has paid for itself as far as I'm concerned.

dislekcia
29-06-2009, 10:41 AM
It's about time that they added support for an alpha channel in sprites. Wasn't this supposed to be in GM7 already? :<

It all looks good. I especially like the new script editor features, and the ability to merge individual assets from other files (really could've used that in my current project :P). Quite frankly, from their description, there's no real functional difference between a trigger event and using a custom user event, so... um... Wha?

Also, for those who aren't aware - price hasn't been decided on yet, but chances are you'll have to pay for the Pro upgrade to 8, as opposed to the free upgrade we got from 6 to 7 (unless you buy 7 Pro NOW. Licences purchased now are eligible for a free upgrade). Personally, I don't mind paying again if the improvements are worth it. GM6/7 has paid for itself as far as I'm concerned.

Alpha support's been in GM since 6, you just had to set it up manually with a call to the sprite_set_alpha_* family of functions. In 7 sprites loaded via script would keep any alpha channels they had, but they wouldn't do the same thing if they were loaded via the create sprite dialogs. Loony, I know.

Trigger events sound more like what most people used the step event for: A boolean check that's executed every frame and then the contents run if true. Basically you'd do the same thing with an if every step. I like this because it often took a lot of time to explain that concept to new people.

I'll have to see about the cost of the upgrade, so far I use 7 for most rapid prototyping stuff and drop back to 6 when I need to (mainly because it's ok running on other machines) if 8 is DRMed to heck and back I'm going to have to see what it's really like to use first - that would kill a day 1 purchase for me :(

Fengol
29-06-2009, 12:13 PM
PLEASE let them fix the stupid DRM issue.

I agree with Gazza_N though, while the sprite_set_alpha worked, you had to create to files and be competent in your paint program; having the alpha channel recognition is made of win.

For me, the big thing though is the upgrade of the text editor with line numbers and argument checking!

Squid
29-06-2009, 12:30 PM
I'm willing to pay, if only just for the new code editor. I would also like to be able define user events with their own names. The numbers get confusing if you have lots of them.

The other thing that looks nice is the new sprite editor. I'm often way too lazy to do graphics in other apps and then import them.

dislekcia
29-06-2009, 01:19 PM
I'm willing to pay, if only just for the new code editor. I would also like to be able define user events with their own names. The numbers get confusing if you have lots of them.

Define constants that are the same as ev_user0, etc ;) Or the other option is to write scripts that simply call the correct event. I agree though, I'd like to be able to define my own member functions - make it more object oriented.

Squid
30-06-2009, 11:57 AM
Define constants that are the same as ev_user0, etc ;) Or the other option is to write scripts that simply call the correct event.

Either way, you still end up with an object with a list of numbered events, which I then end checking the code on each one till I find the one I'm looking for.