GameMaker: Studio

GameMaker: Studio

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Alexa Reizla Jun 15, 2015 @ 10:44pm
Making HUGE 2D games
I'm wondering how GMS is in writing HUGE (RPG huge I mean with that) 2D games compared to Unity3D.

Right now I'm using Unity3D and I'm already pretty well versed with it, but it just comes with a lot of extra's (3D stuff mainly) that I'm not using. But I do like how I can export to different platforms without too much of a hassle.

Though at this moment working on some small games, I want my next project to be a full fleges RPG game. I know I can pull it off in Unity, but I'm wondering how something *THAT* big will work in GMS
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Showing 1-12 of 12 comments
Blind Jun 15, 2015 @ 10:46pm 
Length alone your game can be of almost infinite size.
Alexa Reizla Jun 15, 2015 @ 10:49pm 
Originally posted by BBX:
Length alone your game can be of almost infinite size.
Yeah I understand that. But how's organisation within GMS. In Unity I can make scenes (levels) and link them together when compiling or just test them in the editor as stand alone.

How's that handled in GMS? Is there just one HUGE project with 1000s of scripts or everything or can I like Unity use different scenes for the whole thing to make it more clear what's doing what?
Blind Jun 15, 2015 @ 10:51pm 
Ya, everything is room based... it's similar to Fusion2 in that regard, but you can have all the rooms/objects/whatevers you want.

There are known limitations of course, for example, you can't have textures larger than 1024x1024 (you can do 2048 only for some consoles) and there's no inate video player so cutscenes have to be animated/keyframed by hand (or done in code)
Sera Jun 15, 2015 @ 10:52pm 
Honestly if you're used to Unity and it's toolset I'd say stick with what you're comfortable with; you're not going to find a whole lot here worth learning an entire tool from scratch over. I know Unity's built-in tools for 2D are a bit fledgling, but familiarity will serve you way better than starting a new system from scratch, especially regarding a project so ambitious.

You wanna learn GM, go with something small and simple, because you'll need to learn GML as you go and get a hold of Studio's project structure. Granted, I would advise the same for throwing yourself into any engine, so...
Blind Jun 15, 2015 @ 10:53pm 
On the other hand: If you already have a nearly finished game there are GameMaker porting experts on board.

+Also, what do you mean by HUGE? Games like Elder Scrolls Arena/Daggerfall can be done
Last edited by Blind; Jun 15, 2015 @ 10:55pm
Alexa Reizla Jun 15, 2015 @ 10:56pm 
Originally posted by Zaron X:
Honestly if you're used to Unity and it's toolset I'd say stick with what you're comfortable with; you're not going to find a whole lot here worth learning an entire tool from scratch over. I know Unity's built-in tools for 2D are a bit fledgling, but familiarity will serve you way better than starting a new system from scratch, especially regarding a project so ambitious.

You wanna learn GM, go with something small and simple, because you'll need to learn GML as you go and get a hold of Studio's project structure. Granted, I would advise the same for throwing yourself into any engine, so...
Thanks for the honest reply. Guess I'll stick to Unity then instead (do have a lot of stuff 2D related for it already as well), though GMS does look appealing.

For learning a language - no worries. I've started in BASIC, moved on to Pascal, done some C, some LUA, scripting in PHP/MySQL and using Unity right now. I learn languages easy because I learn their basics and structures rather than the language itselg. I bet in half a day I've mastered GMS enough to get going in it for the RPG I want to make ;)
Alexa Reizla Jun 15, 2015 @ 10:57pm 
Originally posted by BBX:
+Also, what do you mean by HUGE? Games like Elder Scrolls Arena/Daggerfall can be done
Talking about Baldur's Gate size here and most likely even getting bigger...
Blind Jun 15, 2015 @ 10:59pm 
Yes, easily. The weakness of Gamemaker is the size of individual rooms, but even games like Baldur's Gate (i haven't played it so I'm using Icewind Dale in my head instead) had relatively small grouped sections... which works great with the rooms system. (you can even do isometric)
Doctor Theo Jun 17, 2015 @ 10:54am 
Hey i got an idea. If you are taking requests, here is my request. Make a shooter that goes with the beat. Like the boss attacks at the beat, while you have to shoot it at the right time, but while keeping up with the beat! Im sure that it will be hard, but to save you time with the music, here is a recomendation: https://soundcloud.com/mdkofficial/mdk-ft-nick-sadler-phoenix-free-download?in=mdkofficial/sets/rise-new-album I can imagine like cannons shooting balls at you with the beat. Then when the rock part comes in, you get to fight the pheonix! https://soundcloud.com/mdkofficial/mdk-frostbite?in=mdkofficial/sets/rise-new-album I can imagine like a ice monster in this one. its two choices, ether an adventure with smaller enemies, or bosses only. If you are not taking requests, well enjoy the music.
NGMZeroX Jun 17, 2015 @ 7:43pm 
I suggest you just try the free version. the short answer, yes game maker use one project for a single game but in case of levels, it use (rooms). each room fully load it resources when it start in game. weather you want to put your entire game in a single room or many rooms, thats up to you.
Baguette Jun 22, 2015 @ 7:46pm 
Use what you're used to though Gamemaker should be able to handle it easily.
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Date Posted: Jun 15, 2015 @ 10:44pm
Posts: 12