December 22, 2024, 09:06:23 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 [2]

Author Topic: Tracking progress of a Game Maker Studio 1.4.9999  (Read 18343 times)

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #15 on: November 06, 2019, 10:01:29 am »



Progress report: disabled DevMessageChecker, started adding some replacement scripts for menu_addlink, lost one when because of a mistake so I'll have to write it again.
In the most experimental build I can somewhat get around in the menus, although since the back button doesn't work it's quite painful
Logged

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #16 on: November 12, 2019, 07:11:19 am »

I managed to get gg2 running in GM4HTML5, after a basic import the Controls menu locks you there unless you spam the back button, the maps get exported to the .exe directory instead of the /Maps/ folder, and after moving every map to /Maps/ it still can't load any map.
I'll try to see if anything screwed up after importing, but I'd say it looks promising anyway.
Should I set up a Github repo for this project too?
Logged

Heapons

  • Junior Member
  • **
  • Karma: 6
  • Offline Offline
  • Posts: 128
  • Just a guy wandering on the internet.
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #17 on: November 12, 2019, 07:14:18 am »

Should I set up a Github repo for this project too?

Yes, please.
« Last Edit: November 12, 2019, 07:15:18 am by Heapons »
Logged

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999 port
« Reply #18 on: November 14, 2019, 07:51:21 am »

I was afraid GM4HTML5 removed several options for managing Included files:

GM8:                                                             GM4HTML:


But looks like they're just hidden, for whatever reason, so if they still work I'll mess with the project file and should get it working
Logged

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #19 on: November 29, 2019, 02:58:42 pm »

I've been very busy lately and will probably continue to be extremely busy for some time
Anyway, I'm not sure but looks like the dir structure when dealing with scripts is different between GMS and GM4HTML, if that's the case we don't gain anything by porting to GM4HTML
I'll have to take a better look when I have some more free time
Logged

BlackDoomer

  • Junior Member
  • **
  • Karma: 3
  • Offline Offline
  • Posts: 79
  • *batteries not included
    • Doom2D.org
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #20 on: December 15, 2019, 03:02:32 pm »

I was afraid GM4HTML5 removed several options for managing Included files:
Yep, that's just like the GMS does.

But looks like they're just hidden, for whatever reason, so if they still work I'll mess with the project file and should get it working
I've already tested it and unfortunately no, they're completely removed.
But I think it could be possible to emulate Included Files behavior by adding them into EXE using Windres or smth and then call WinAPI's resource functions using an extension.
https://docs.microsoft.com/en-us/windows/win32/menurc/introduction-to-resources
https://docs.microsoft.com/en-us/windows/win32/menurc/resource-compiler

Or just disable the startup unpacking using code hotpatching.

I've been very busy lately and will probably continue to be extremely busy for some time
Anyway, I'm not sure but looks like the dir structure when dealing with scripts is different between GMS and GM4HTML, if that's the case we don't gain anything by porting to GM4HTML
I'll have to take a better look when I have some more free time
GMS 1.4.9999 is able to import projects from the older versions, including GM4HTML5. That's exactly what I've intended to use.
« Last Edit: December 15, 2019, 03:46:47 pm by Black Doomer »
Logged
Oh my God, who touch Sasha?! (c) Heavy
www.doom2d.org - Doom 2D, one of the best 2D-games in the world

LOL U MAD

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999 port
« Reply #21 on: August 21, 2020, 08:14:52 am »

I finally managed to load the fist map in Studio

Different resolutions are in game but the window size is fixed so everything gets squished

It's a crash minefield, it's not yet possible to choose a team, but man it feels good
Logged

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #22 on: August 25, 2020, 06:56:58 am »

So here's something fun: room_set_views, which is the main way we set our window size/resolution, is neither in the Game Maker Studio Obsolete Functions list, nor in the official Studio docs.
In the IDE it gets highlighted, the compiler compiles it, but as far as I can tell only the first half of the function works. I have managed to "fix" the resolution issues by doing some black magic using surfaces (as window_set_size does not allow full scaling because "Who would ever want that, right?"), but now menus are scaled wrongly.
I'll fix this later =/
Logged

BlackDoomer

  • Junior Member
  • **
  • Karma: 3
  • Offline Offline
  • Posts: 79
  • *batteries not included
    • Doom2D.org
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #23 on: August 25, 2020, 09:42:44 pm »

So here's something fun: room_set_views, which is the main way we set our window size/resolution, is neither in the Game Maker Studio Obsolete Functions list, nor in the official Studio docs.
In the IDE it gets highlighted, the compiler compiles it, but as far as I can tell only the first half of the function works.

I think you've meant room_set_view() cause there's no such function room_set_views().
And what did you mean by "only the first half of the function works"? What specifically works and what no?
« Last Edit: February 23, 2023, 06:19:19 am by Black Doomer »
Logged
Oh my God, who touch Sasha?! (c) Heavy
www.doom2d.org - Doom 2D, one of the best 2D-games in the world

LOL U MAD

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #24 on: August 26, 2020, 04:37:29 am »

I think you've meant room_set_view() cause there's no such function room_set_views().
And what did you mean by "only the first half of the function works"? What specifically works and what no?
As far as I can tell either only the view gets set and the viewport doesn't, or the window refuses to change size with the viewport like it did in GM8. GMS added some restrictions in scaling to "keep a 1:1 ratio", but modifying the application surface directly ignores those restrictions and sets the window size correctly, apparently
Logged

BlackDoomer

  • Junior Member
  • **
  • Karma: 3
  • Offline Offline
  • Posts: 79
  • *batteries not included
    • Doom2D.org
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #25 on: August 26, 2020, 05:12:44 am »

Did you try to assign viewport properties (view_xport / view_yport / view_wport / view_hport) instead?
Also try to restart the room after room_set_view() and see if it helps.
Logged
Oh my God, who touch Sasha?! (c) Heavy
www.doom2d.org - Doom 2D, one of the best 2D-games in the world

LOL U MAD

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #26 on: August 26, 2020, 06:59:00 am »

Did you try to assign viewport properties (view_xport / view_yport / view_wport / view_hport) instead?
Also try to restart the room after room_set_view() and see if it helps.
I can't directly assign viewport properties because it's only possible to set them for the current room (without using room_set_views), while we need to set them for other ones (CustomMapRoom and BuilderRoom).
I'm working on it on the resfix branch, it kinda works that way but it also scales the menus which we don't want.
Logged

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 596
  • Sometimes a dev. Only sometimes
Re: Tracking progress of a Game Maker Studio 1.4.9999
« Reply #27 on: November 12, 2020, 03:02:11 am »

If you are in the GG2 Discord then you probably already know this, but I have been stuck on figuring out why map collision is borked for quite some time. Since GM8 and GMS repositories are set up in a completely different way it's also quite hard to rebase the changes on current (next update's) code. I'm not sure it'll ever happen.
Logged
Pages: 1 [2]
 

Page created in 0.027 seconds with 36 queries.