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Oh, thats pretty cool.
Thanks.
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).
Will try to address in a patch sometime soon.
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
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?
Interesting.
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.