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Suggestion Must Do's!


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Sep 18, 2007 11:46pm

Pie Person__33_ Pie Perso... 19 posts

I was thinking it would be awesome if users could actrually add onto the interface of gamemaker. Add their own small updates for their own "Interface Packs". Like extension packs but way more dynamic.

Like, say- you wrote a model importer script. You could use the interface tool to make a new recource called "Models", that executes your script to save the it on your project as a recource witch can be used with your own designations. Are you getting the idea yet?

You could even use it to add built-in variables, or even add some kind of simple tool, a built-in calculator made with GML, or a convience tool. Now I don't want to go to deep into detail, what I mean is like: YOU put in a new text box inside the sprite proporties defined as that sprite's prefered mask. This value then returns as a new built-in variable you made called "sprite_mask", fixed to what ever object executes it's sprite_index. Now, you can give a sprite it's own prefered collision mask, witch returns in the "sprite_mask" built-in variable. You might wonder what this could be for, im thinking of it as a quicky for when you are changing an object's sprite. Just like, sprite_width, or sprite height.

My next suggestion is on the image editor. I would just like them to be able to handle alpha channels, instead of loading .png files externaly with code, and I would like union skinning plus all the simular functions with programs like Paint.net and Gimp2. I would also like layers, tweening of layers .etc, and layer joints (like things to hold layers together- for example: a human figure). Thats it.

Also- I asked my friend if he wanted to add anything. He want's an easyier way of doing multiplayer, a more quicker and expanded array of functions for multiplayer purposes. For example: define if an object is shared with other another or all the other computers connected to the setion. So like if player one shoots a bullet and they are marked to , automaticly it sends that information about the instance creation .etc to the other computers.

Thats it for now. Thanks for reading !!! =)

 

Sep 19, 2007 4:30pm

Trollsplatterer Trollspla...
Moderator 2943 posts

1) adding your own mods to GM:
That would be cool, it might make working with GM easier and faster for those who are capable of using this feature. But that would be a minority, so yoyogames might want to consider if it would pay off to add such feature.
In the end it wouldn't add more options to the games.

2) image editor:
remember the GM-image-editor is completely free and only meant for simple sprite-modifications. People who know how to handle layers probably already have a decent drawing-program. so tell me, what's the use of adding all these features?

3) I haven't worked much with multiplayer, yet, but passing multiple parameters appears to be hard, for example. I'm sure the GMC has some decent extention-packages for all that, by now, though.

Visit www.trollsplatterer.be for some files I made to help people out.

 

Sep 19, 2007 10:41pm

Pie Person__33_ Pie Perso... 19 posts

ha, I disagree.

 

Sep 20, 2007 8:41pm

Trollsplatterer Trollspla...
Moderator 2943 posts

That's your right, as a human being :)

Does anyone else care to give his or her opinion?

Visit www.trollsplatterer.be for some files I made to help people out.

 

Sep 20, 2007 10:40pm

Ravaged07 Ravaged07 176 posts

QuoteI was thinking it would be awesome if users could actrually add onto the interface of gamemaker. Add their own small updates for their own "Interface Packs". Like extension packs but way more dynamic.

That's why you use dlls

QuoteLike, say- you wrote a model importer script. You could use the interface tool to make a new recource called "Models", that executes your script to save the it on your project as a recource witch can be used with your own designations. Are you getting the idea yet?

It would be too complex, because the creator, along with the runtime data would need to be changed. YoYo would be better off making Gamemaker Open Source.

QuoteYou could even use it to add built-in variables, or even add some kind of simple tool, a built-in calculator made with GML, or a convience tool. Now I don't want to go to deep into detail, what I mean is like: YOU put in a new text box inside the sprite proporties defined as that sprite's prefered mask. This value then returns as a new built-in variable you made called "sprite_mask", fixed to what ever object executes it's sprite_index. Now, you can give a sprite it's own prefered collision mask, witch returns in the "sprite_mask" built-in variable. You might wonder what this could be for, im thinking of it as a quicky for when you are changing an object's sprite. Just like, sprite_width, or sprite height.

Again, that's what dlls are for.

QuoteMy next suggestion is on the image editor. I would just like them to be able to handle alpha channels, instead of loading .png files externaly with code, and I would like union skinning plus all the simular functions with programs like Paint.net and Gimp2. I would also like layers, tweening of layers .etc, and layer joints (like things to hold layers together- for example: a human figure). Thats it.

As trollspatterer said, gamemaker's image editor is designed to give you something to start with, it is not meant to replace the more advanced image editors.

QuoteAlso- I asked my friend if he wanted to add anything. He want's an easyier way of doing multiplayer, a more quicker and expanded array of functions for multiplayer purposes. For example: define if an object is shared with other another or all the other computers connected to the setion. So like if player one shoots a bullet and they are marked to , automaticly it sends that information about the instance creation .etc to the other computers.

Multi player will never be that simple, because you can only simplify a set of commands to a certain point.

Insert sig here :P

 

Sep 20, 2007 10:46pm

Pie Person__33_ Pie Perso... 19 posts

Well.

I always wanted the functions as the following:

-Save and load external .avi files FROM or AS both a sprite and a designated sound.

-Record a new sound from your game.

-Us surfaces as alpha mask 's for another surface to use.

-Correctly use surfaces while d3d is on.

 

Sep 20, 2007 10:54pm

Nailog Nailog 2034 posts

Quote-Correctly use surfaces while d3d is on.
That is something I would like to see.

 

Sep 20, 2007 11:24pm

MT MT 3952 posts

sorry nailog, accidently alerted you.

These suggestions seem pretty advanced (which is why don't understand most of it).

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Sep 21, 2007 8:22am

Baltirow Baltirow 23 posts

Just to respond on some of the original suggestions:

QuoteLike, say- you wrote a model importer script. You could use the interface tool to make a new recource called "Models", that executes your script to save the it on your project as a recource witch can be used with your own designations. Are you getting the idea yet?
Adding custom resources is interesting, though it actually comes down to adding custom classes. I would be interested to see this implemnetd in GML, thugh I ahve understood it is possible to achieve this by external Delphi files (as GM is/was built using Delphi).

QuoteYou could even use it to add built-in variables, or even add some kind of simple tool, a built-in calculator made with GML, or a convience tool. Now I don't want to go to deep into detail, what I mean is like: YOU put in a new text box etc...
This is continuing on the previous point. I think it makes more sense, though, to make your own class rather than 'editing' the existing object class (as it already stores way too much variabes by itself, check the local variable list and shudder).

QuoteMy next suggestion is on the image editor. I would just like them to be able to handle alpha channels, instead of loading .png files externaly with code, and I would like union skinning plus all the simular functions with programs like Paint.net and Gimp2. I would also like layers, tweening of layers .etc, and layer joints (like things to hold layers together- for example: a human figure). Thats it.
Now, don't get me wrong, but GM basically revolves around simple games in has been mainly programmed for 2D games with an emphasis on pixel-ish games, the last argument clearly seen that room editor zooming and object layering has still not been implemented in the last 3 versions. The accompanied sprite editor thus reflects upon this game type. Apart from small changes, such as the auto-eyedropper using ctrl-click, it has mainly remained simple. If you make it some kind of Photoshop/GIMP/Illustrator editor, this will shoo away beginning game makers. So, I don't expect alpha channeling and such to be implented.

I do however agree that simple layering, like a beat-down version as in Photoshop would not add much complexity, and would also allow to see the animation whilst editing, rather than first have to save and then view the slideshow afterwards.

QuoteAlso- I asked my friend if he wanted to add anything. He want's an easyier way of doing multiplayer, a more quicker etc...Again, GM only has some multi-play functionality as some 3D functionality, but mainly due to the hard work of GM enthusiasts using external dll's and the very basic functionality in GM. Atm, considering the idea behind GM's target audience, this is not of the highest priority.

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Visit my site at Baltirow creations

 

Sep 21, 2007 1:16pm

Pie Person__33_ Pie Perso... 19 posts

Look you guys, im not looking for some .dlls. I named this topic for suggestions not .dlls. And I didn't say you have to change the image editor directly. These new functions could be only when you turn advance mode on. So once the beggingers get better, their image editor will too.

 

Sep 21, 2007 2:55pm

Jolly Green Giant Jolly Gre...
Moderator 1734 posts

If you look in preferences in GM and click the Image Editor tab, you can link to an outside drawing program when you edit your in-game sprites. So you can link GIMP2 to GM. I know it's not IN GM, but they do give you some options to let you do what you want.
:)

Oh silly me... A spoon can't pick up a steak!

 

Sep 21, 2007 9:20pm

Ravaged07 Ravaged07 176 posts

QuoteLook you guys, im not looking for some .dlls. I named this topic for suggestions not .dlls. And I didn't say you have to change the image editor directly. These new functions could be only when you turn advance mode on. So once the beggingers get better, their image editor will too.
Gm already does enough work, give it a break.

Insert sig here :P

 

Sep 21, 2007 9:29pm

Pie Person__33_ Pie Perso... 19 posts

QuoteIf you look in preferences in GM and click the Image Editor tab, you can link to an outside drawing program when you edit your in-game sprites. So you can link GIMP2 to GM. I know it's not IN GM, but they do give you some options to let you do what you want.
:)


I already knew that =p.

 

Sep 30, 2007 3:25am

mrsmes mrsmes 2678 posts

i actually i think it'd be handy and if you could choose wether 2 do that in d&d or code by millions of code. so the user has an optional choice.

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