![]() ![]() ![]() Scheduled content ScheduleĪsk questions, ask for assistance or ask about something else entirely.ĭiscuss game design and game development. Join in the conversation, get help with any issues you might have and connect with your fellow developers! We also have a Steam Group for playing games. r/gamemaker sponsors three chat-rooms: IRC, a Discord server, and a Slack team. Content must be appropriately flaired at the time of submission.Technical support requests are to be directed to YoYo Games Support.Promotional content must contribute to the community.Show respect to all users of the subreddit and have patience with other users when providing help.Content must demonstrate a previous effort and research before posting and must provide adequate detailed information.Content must not use "click-bait" titles, shortened links, or solicitation.Content must not be obscene, illegal, racist or offensive.Content must be directly related to GameMaker.subreddit_guidelines()Ĭontent that does not follow the subreddit guidelines is subject to deletion, so please become familiar with them. Additionally, experienced coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. It features a unique "Drag-and-Drop" system which allows non-programmers to make simple games. GameMaker is software designed to make developing games easy and fun. The Essential Gamemaker Functions, Concepts, and Tools Guide.GameMaker Handbook - The Ultimate Resource for Beginners.} where as in 1.x each function would have to be its own file. Var distance = unithelper_getActiveUnitInfoData(inst).moveDistance+ ĭistance -= (global.gameMovementScale-1) Return unithelper_getActiveUnitInfoData(inst).defense+ įunction unithelper_getMoveDistance(inst) Return unithelper_getActiveUnitInfoData(inst).luck+ Return unithelper_getActiveUnitInfoData(inst).speed+ Return unithelper_getActiveUnitInfoData(inst).skill+ Return unithelper_getActiveUnitInfoData(inst).strength+ ![]() Return unithelper_getActiveUnitInfoData(inst).hp+ Return // player units will always be 0 with "chosen extras" Return //mapped units should be fixed level I noticed Steam takes quite a chunk of RAM on this old PC.Ĭode: Select all // Script assets have changed for v2.3.0 seeįunction unithelper_getActiveUnitInfoData(inst) (the free version of GM:S2 doesn't support exporting games)Edit: I see what you mean. I still that the first thing you should do after buying (and launching) the Steam version is linking your YYG account with your Steam account, and downloading and installing the non-steam version and seeing if you can export games from the non-steam version. I'd note that YYG claims on one of the support pages that "you can't buy GM:S2 from steam anymore", but if so, given that you can still buy it from steam, and that many months have passed since YYG implemented the subscription model (in other words, if they wanted to remove it from sale, they could've), I think it still works. (unless you optionally enable Steamworks API integration, which isn't even included by default anymore) As for the program itself, a Steam license can be used to activate the regular version if you link it to a YYG (soon to become gamemaker.io) account. (the free version of GM:S2 doesn't support exporting games)Ĭatyak wrote: ↑ Tue 5:56 pmThe exported game isn't tied to Steam. ![]()
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