Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

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Merubokkusu 10. mars 2015 kl. 15.53
Credit Mess Up?
Not sure if I read it right, But Im pretty sure it said Game Baker 2.0

EDIT: Yep, it says gamebaker http://steamcommunity.com/sharedfiles/filedetails/?id=405958569
Sist redigert av Merubokkusu; 10. mars 2015 kl. 15.58
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GreenTea 10. mars 2015 kl. 15.56 
xD that's actually a pretty cool name for an engine (I know it should say game maker btw).
Sist redigert av GreenTea; 10. mars 2015 kl. 15.57
Wussie 10. mars 2015 kl. 15.59 
Not a typo. The game was made in GameMaker but is running on our own technology (which basically converts a GameMaker 7/8 game to something we can roll out to all platforms); it's dubbed 'GameBaker'. :)
Merubokkusu 10. mars 2015 kl. 16.08 
Opprinnelig skrevet av Wussie:
Not a typo. The game was made in GameMaker but is running on our own technology (which basically converts a GameMaker 7/8 game to something we can roll out to all platforms); it's dubbed 'GameBaker'. :)

Oh, thats pretty cool.
Thanks.
CursedToast 10. mars 2015 kl. 16.09 
Opprinnelig skrevet av Wussie:
Not a typo. The game was made in GameMaker but is running on our own technology (which basically converts a GameMaker 7/8 game to something we can roll out to all platforms); it's dubbed 'GameBaker'. :)

Just curious, but is there a reason you didn't just port the engine to GM Studio since that supports all the platforms you guys use?

Was just something I was curious about
Wussie 10. mars 2015 kl. 16.25 
Opprinnelig skrevet av Scry:
Opprinnelig skrevet av Wussie:
Not a typo. The game was made in GameMaker but is running on our own technology (which basically converts a GameMaker 7/8 game to something we can roll out to all platforms); it's dubbed 'GameBaker'. :)

Just curious, but is there a reason you didn't just port the engine to GM Studio since that supports all the platforms you guys use?

Was just something I was curious about

We prefer to have full control and doing it this way allowed us to do some optimizations we wouldn't be able to do had we used GM:S. A large portion of this codebase was already in place from when we did HLM1 too which came out before GM:S started playing nice with other platforms. Upgrading a game like HLM2 to GM:S is also probably going to be quite a monumental task (as it was still developed in GM7).
Sist redigert av Wussie; 10. mars 2015 kl. 16.26
heavymetalpillow 10. mars 2015 kl. 16.45 
While you're here developer, can you give advice as to what to do if you unlocked achievements within the game, but they're not appearing on steam? Is there a workaround that doesn't involve deleting my save or are you perhaps working on a patch for this bug that affects some people? Thanks in advance for the response.
Sist redigert av heavymetalpillow; 10. mars 2015 kl. 16.45
Wussie 10. mars 2015 kl. 16.47 
Opprinnelig skrevet av Filthy Casual:
While you're here developer, can you give advice as to what to do if you unlocked achievements within the game, but they're not appearing on steam? Is there a workaround that doesn't involve deleting my save or are you perhaps working on a patch for this bug that affects some people? Thanks in advance for the response.

Will try to address in a patch sometime soon.
heavymetalpillow 10. mars 2015 kl. 16.48 
Opprinnelig skrevet av Wussie:
Opprinnelig skrevet av Filthy Casual:
While you're here developer, can you give advice as to what to do if you unlocked achievements within the game, but they're not appearing on steam? Is there a workaround that doesn't involve deleting my save or are you perhaps working on a patch for this bug that affects some people? Thanks in advance for the response.

Will try to address in a patch sometime soon.
Thank you for the quick reply, I look forward to playing through the game some more on hard and wrapping my head around this wild story. You guys did a fantastic job!
Mallikeet 21. mars 2015 kl. 10.07 
Is GameBaker related to the PhyreEngine used for the ports of the previous one?
Wussie 21. mars 2015 kl. 14.25 
Opprinnelig skrevet av Mallikeet:
Is GameBaker related to the PhyreEngine used for the ports of the previous one?


Kind of. The reasons are fairly technical but in a nutshell; GameBaker is an evolution of the core technology we wrote for the Hotline Miami 1 ports (so basically all the code that isn't Hotline Miami 1 and isn't PhyreEngine) and all the tools we use to convert the GameMaker code and assets to formats we can use.

Hotline Miami 2 is built on top of that and at the 'bottom' PhyreEngine has been replaced with our own cross-platform technology (SilverWare). So the 'technology stack' if you will looked like this for Hotline Miami 1:

- GameMaker version of Hotline Miami 1
- Converted version of Hotline Miami 1 including 'GameMaker simulation' as one big thing
- PhyreEngine

and for Hotline Miami 2 it's:

- GameMaker version of Hotline Miami 2
- Converted version of Hotline Miami 2
- GameBaker (Conversion tools and GameMaker simulation)
- SilverWare
Sist redigert av Wussie; 21. mars 2015 kl. 14.27
Mallikeet 2. apr. 2015 kl. 6.47 
Opprinnelig skrevet av Wussie:
Opprinnelig skrevet av Mallikeet:
Is GameBaker related to the PhyreEngine used for the ports of the previous one?


Kind of. The reasons are fairly technical but in a nutshell; GameBaker is an evolution of the core technology we wrote for the Hotline Miami 1 ports (so basically all the code that isn't Hotline Miami 1 and isn't PhyreEngine) and all the tools we use to convert the GameMaker code and assets to formats we can use.

Hotline Miami 2 is built on top of that and at the 'bottom' PhyreEngine has been replaced with our own cross-platform technology (SilverWare). So the 'technology stack' if you will looked like this for Hotline Miami 1:

Thank you very much for the reply, and magnificent that you made your own technology for this one! That's really exciting to hear that the game got its own tech rather than the PhyreEngine. Especially so since it pulled off some really impressive things particularly toward the end.

Does make me curious though, why was it built in GameMaker again in the first place if it would be ported to Gamebaker and Silverware?
Red Fox 2. apr. 2015 kl. 6.55 
Opprinnelig skrevet av Wussie:
Opprinnelig skrevet av Scry:

Just curious, but is there a reason you didn't just port the engine to GM Studio since that supports all the platforms you guys use?

Was just something I was curious about

We prefer to have full control and doing it this way allowed us to do some optimizations we wouldn't be able to do had we used GM:S. A large portion of this codebase was already in place from when we did HLM1 too which came out before GM:S started playing nice with other platforms. Upgrading a game like HLM2 to GM:S is also probably going to be quite a monumental task (as it was still developed in GM7).

Interesting.
Wussie 7. apr. 2015 kl. 1.07 
Opprinnelig skrevet av Mallikeet:
Opprinnelig skrevet av Wussie:


Kind of. The reasons are fairly technical but in a nutshell; GameBaker is an evolution of the core technology we wrote for the Hotline Miami 1 ports (so basically all the code that isn't Hotline Miami 1 and isn't PhyreEngine) and all the tools we use to convert the GameMaker code and assets to formats we can use.

Hotline Miami 2 is built on top of that and at the 'bottom' PhyreEngine has been replaced with our own cross-platform technology (SilverWare). So the 'technology stack' if you will looked like this for Hotline Miami 1:

Thank you very much for the reply, and magnificent that you made your own technology for this one! That's really exciting to hear that the game got its own tech rather than the PhyreEngine. Especially so since it pulled off some really impressive things particularly toward the end.

Does make me curious though, why was it built in GameMaker again in the first place if it would be ported to Gamebaker and Silverware?

Jonatan (from Dennaton games) has years and years of experience working with GameMaker so it made sense for him to keep working in that environment. Also our tools don't offer much in the way of authoring the game itself, they're merely designed to create a runtime environment for the converted GameMaker game to run in.
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