New GM:Studio "Stable" Update

Posted by Zac1790 on July 8, 2013, 2:45 p.m.

Broke my game right off the bat.

I'm getting a fatal "malformed variable" error that wasn't there. No changes to the game whatsoever.

On top of that, room_goto_next() is sending me to a completely different room. Wha?

My intended fix… to upgrade to the Beta [unstable] Channel. Maybe they fixed what they introduced. This latest update to the beta channel introduced compiling on Windows so I'm installing VS Studio 2012 to get ready for it. I'll edit to tell you how it goes…

Kinda pissed off though. Up until now I'd been happy with the recent changes in Studio. It was a serious investment to get the Master Collection version and now it's endangering the completion of mah game for the competition!

Also, the reason I'm attempting to upgrade instead of downgrade is that they've made it impossible to downgrade because it will have an error when it attempts to load the project's sound files thanks to the new improvements in that area (which are not actually present, the only changes now are in the dialogue… >:I

Comments

F1ak3r 11 years, 5 months ago

room_goto_next() operates on arcane sorcery. I have never trusted it.

KaBob799 11 years, 5 months ago

Yeah I avoid the next/previous room functions and I guess its a good thing I do

spike1 11 years, 5 months ago

Well that's fairly ironic isn't it :D. I have to admit, I have avoided gamemaker versions from 8 and up as much as possible, with the DRM issue and general incompatibilities, but if studio breaks games every second update or so, then I'm fairly happy with my decision :D. Anyway, yeah i agree with the comments below. If i am using rooms and not a external level format, i usually put the id of the next room in the room creation code, so then the code stays the same in whatever object changes room. :)

Alert Games 11 years, 5 months ago

Game Maker 8.0. Old but gold.

On a serious note, @spike1: Good tactic, but only complaint is how GM organizes the room-specific code, which makes it easy to miss unless you are the only developer and have a good memory…

On another note, it looks like they are taking the microsoft approach on this one.

Toast 11 years, 5 months ago

Certainly one of Game Maker's drawbacks is it's total inflexibility. You're totally dependent on the tool whereas libraries can be modified or replaced.

No advice to give except being more skeptical of so-called "stable" updates… presuming updates aren't forced upon you in some way.

Alert Games 11 years, 5 months ago

I've been skeptical of studio ever since they released it. Luckily I got away with having heavy discounts on the modules to not be a big risk of investment.

The only problem with what Toast has mentioned is if you need to change to a different library and have to redo a bit of work. Though, it is still better than relying on a tool that hasn't been tested properly.

twisterghost 11 years, 5 months ago

Is GM studio worth it? I'm eyeing it. I've been getting some game ideas recently and although I'm working on my JS game engine, I don't think its the right target engine for the ideas I wanna scrap together.

Castypher 11 years, 5 months ago

I bought GMS on sale and I've yet to actually use it. It's not that it's bad, it's just that it excludes some features I've been really reliant on, including DLL support (due to mobile restrictions), which for me include 39DLL and FMOD. Other than that, the performance is substantially better, if I remember, and it has a few new bells and whistles that make things a bit easier. Oh, and mobile exporting.

They're apparently remaking their netplay, but until they incorporate FMOD by default (which Unity has done already), I probably won't use it too seriously. The sad thing is when they do make that change, I'll probably be far gone.

Zac1790 11 years, 5 months ago

Yes, the performance is certainly better, which is very evident in 3d. I think it's worth it, this update was just dumb on the sound-front. Shaders just got added as a new resource in the beta version and here's a link to a decent collection: http://gmc.yoyogames.com/index.php?showtopic=586380

I had to make a workaround for the sounds, which unfortunately involved converting music to .mp3s over and over again until it would work it for no apparent reason…

@Kilin, They've added native sockets I think and the sound system is decent enough for my uses. Though I think with the current version you can use .dll's in the Windows module once again.

Castypher 11 years, 5 months ago

Great. I was considering a Steam release and if DLLs are still supported, I'll be happy to switch. However, regarding sound functions I want, it's all in FMOD, like the ability to set loop points and manipulate sound pitch, frequency, fading, etc. If GMS gets that natively I'll give it another go.