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Which game making application do you use most?
Game Maker 7 Pro [ 20 ]  [31.25%]
Game Maker 7 Lite [ 7 ]  [10.94%]
Earlier Game Maker Product [ 13 ]  [20.31%]
Multimedia Fusion 2 Standard or Dev [ 11 ]  [17.19%]
The Games Factory 2 [ 1 ]  [1.56%]
Earlier Clickteam Product [ 4 ]  [6.25%]
Other Application (Specify) [ 1 ]  [1.56%]
Independant (C++, Java, pygame, etc...) [ 7 ]  [10.94%]
Total Votes: 64
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Retriever II
Posted on Mar 12 2009, 12:06 AM
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QUOTE (OniLink10 @ Mar 12 2009, 01:05 AM)
Oh really? It's full name is Visual Studio .NET nowadays, you know? They dropped the .NET part after 2003, but it still uses the .NET Framework.

The latest and greatest is Visual Studio 2008 (Express is the free version). The program itself might be built on .NET, but it does not force you to build your applications with .NET. You really don't have any idea what you're talking about.


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Baroque
Posted on Mar 12 2009, 12:09 AM
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QUOTE (OniLink10 @ Mar 12 2009, 12:05 AM)
Oh really? It's full name is Visual Studio .NET nowadays, you know? They dropped the .NET part after 2003, but it still uses the .NET Framework.

You are not forced to use .NET any more than you are forced to use DirectX ... if it's convenient for you, than use it. If not, then don't.

You are not forced to use the .NET framework.



Also, RII, they are working on 2010, and it has a Community Technology Preview. But of course, it will only be released in 2010, so ...

This post has been edited by Baroque on Mar 12 2009, 12:09 AM


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QUOTE (Ryo)
its the correct form of to.........lemme run it down for ya

to is used when your talking about the number. good way to remember this: to has to letters

too is used when your talkin about actions in stuff.

two is used when your talking about places and locations
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Retriever II
Posted on Mar 12 2009, 12:11 AM
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Well naturally they'd be working on a newer latest and greatest (why kill a profitable cash cow), but I generally only care about mainstream.


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OniLink10
Posted on Mar 12 2009, 09:56 AM
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QUOTE (Retriever II @ Mar 11 2009, 10:06 PM)
The latest and greatest is Visual Studio 2008 (Express is the free version). The program itself might be built on .NET, but it does not force you to build your applications with .NET. You really don't have any idea what you're talking about.

K then, I probably misunderstood the name. I was told in tutorials that it's called Visual Studio .NET 2008 and I misinterpreted the name.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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DJ Yoshiman
  Posted on Mar 12 2009, 11:05 AM
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QUOTE (OniLink10 @ Mar 12 2009, 07:56 AM)
K then, I probably misunderstood the name. I was told in tutorials that it's called Visual Studio .NET 2008 and I misinterpreted the name.

yeah uh


if i were you, i'd go along with the guy who graduated from a CS program

This post has been edited by DJ Yoshiman on Mar 12 2009, 11:39 AM


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Retriever II
Posted on Mar 12 2009, 11:21 AM
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QUOTE (DJ Yoshiman @ Mar 12 2009, 12:05 PM)
yeah uh


if i were you, i'd go along with the guy who essentially graduated from a CS program

essentially?


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DJ Yoshiman
  Posted on Mar 12 2009, 11:24 AM
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QUOTE (Retriever II @ Mar 12 2009, 09:21 AM)
essentially?

aren't you still going on to another year as a super?


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Retriever II
Posted on Mar 12 2009, 11:29 AM
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QUOTE (DJ Yoshiman @ Mar 12 2009, 12:24 PM)
aren't you still going on to another year as a super?

No I'm going on to graduate school.


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DJ Yoshiman
  Posted on Mar 12 2009, 11:39 AM
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QUOTE (Retriever II @ Mar 12 2009, 09:29 AM)
No I'm going on to graduate school.

oh alright


so let me just eliminate "essentially" from my post


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NikaB
Posted on Mar 12 2009, 12:43 PM
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Xgoff
Posted on Mar 12 2009, 01:13 PM
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QUOTE (OniLink10 @ Mar 11 2009, 07:41 PM)
Well, that is true, but Game Maker still has the unnecessarily large 2MB Interpreter. If they give you the option of using C++ Code(unlikely) and turning off functions so they aren't included in the interpreter(unlikely), I'll gladly switch back.

well this is because gm is horribly designed; yell at overmars and/or yoyo games to actually do something about it (such as precompiling the scripts so that doesn't have to be done every. single. ****ing. time. you run the game)

oh and by doing that the exes wouldn't be ****ing bloated with **** like comments and the overhead of plaintext scripts (the former shouldn't even NEED to exist in the exes anyway, and the latter should be bytecode)

QUOTE
With every positive comes a negative. There's no avoiding that. For example, using Silicon is slower, but it is cheaper and smaller. Using Gallium Arsenide is faster, but it's bigger and more expensive. You have to weigh the Pros and Cons. However, well organized code can help avoid this. Several Bug-Testers and good knowledge of C++ will also help.

several bug testers and good knowledge of X language will also help. also have fun recompiling your game every time you have to fix something

QUOTE
It's true, you are more likely to create glitches, which is why it's important to write Pseudo-Code first, then translate that to C++. It helps you to find where errors may occur. You can also add Console Debugging to see where your Game was at when it broke down.

you're going to get glitches no matter what you use, and just about any half-serious programming or scripting language will provide error messages detailed enough for you to find bugs

QUOTE
That is true, but would you rather release a fatter and slower game in a shorter amount of time, or would you rather release a smaller and faster game after more development time?

you forgot that the chances of a game being released are inversely proportional to how long it takes to make it; like rii said, most of the HUGE games on the site are that way because they use a ton of graphics, sounds, and music—stuff that doesn't exactly shrink if you switch to c++

QUOTE
C++ is a great goal, and mastering it is quite an achievement, but it is difficult, and it's riskier. But being a Pro is better than taking the lazy way via Game Maker, IMO.

don't know how c++ instantly makes you a pro, because some people will argue that "you aren't a pro" unless you program in ASM and ASM only; you're being just as lazy by using SDL or SFML


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Baroque
Posted on Mar 12 2009, 01:16 PM
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QUOTE (Xgoff @ Mar 12 2009, 01:13 PM)
you're going to get glitches no matter what you use, and just about any half-serious programming or scripting language will provide error messages detailed enough for you to find bugs

LUA


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QUOTE (Ryo)
its the correct form of to.........lemme run it down for ya

to is used when your talking about the number. good way to remember this: to has to letters

too is used when your talkin about actions in stuff.

two is used when your talking about places and locations
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Mecha the Slag
Posted on Mar 12 2009, 01:18 PM
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QUOTE (Baroque @ Mar 12 2009, 07:16 PM)
LUA

yes, that also includes Lua


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Baroque
Posted on Mar 12 2009, 01:21 PM
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QUOTE (MechaBowser @ Mar 12 2009, 01:18 PM)
yes, that also includes Lua

"nil" *end of error*


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You see things, and you ask, 'Why?' But I dream things that never were, and I ask, 'Why not?'


QUOTE (Ryo)
its the correct form of to.........lemme run it down for ya

to is used when your talking about the number. good way to remember this: to has to letters

too is used when your talkin about actions in stuff.

two is used when your talking about places and locations
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Xgoff
Posted on Mar 12 2009, 01:31 PM
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QUOTE (Baroque @ Mar 12 2009, 12:21 PM)
"nil" *end of error*

unless you're using lua+ it should at least tell you what was attempting to use nil when it shouldn't have


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DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted on Mar 12 2009, 01:36 PM
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Yeah, Lua errors are detailed enough to solve the problem.


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Retriever II
Posted on Mar 12 2009, 05:18 PM
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XLua does a much better job with error messages.


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Xgoff
Posted on Mar 12 2009, 05:18 PM
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QUOTE (Retriever II @ Mar 12 2009, 04:18 PM)
XLua does a much better job with error messages.

damn 180º


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This post may contain original research or unverified claims.
Please disregard the above information and contact an administrator.

DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth:
DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted on Mar 12 2009, 05:23 PM
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QUOTE (Retriever II @ Mar 12 2009, 11:18 PM)
XLua does a much better job with error messages.

I was actually about to ask that but figured it was unrelated to topic


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OniLink10
Posted on Mar 12 2009, 06:17 PM
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QUOTE (Xgoff @ Mar 12 2009, 11:13 AM)
well this is because gm is horribly designed; yell at overmars and/or yoyo games to actually do something about it (such as precompiling the scripts so that doesn't have to be done every. single. ****ing. time. you run the game)

oh and by doing that the exes wouldn't be ****ing bloated with **** like comments and the overhead of plaintext scripts (the former shouldn't even NEED to exist in the exes anyway, and the latter should be bytecode.

As usual, xgoff is the best poster. Yes, it would be smarter to yell at Overmars and Yoyo, but that probably won't help much.

QUOTE
several bug testers and good knowledge of X language will also help. also have fun recompiling your game every time you have to fix something


You have to recompile it every time in Game Maker too. Several Bug Testers will help you find Bugs easier so you can fix them sooner. Good knowledge of any language will help you when using that language.

QUOTE
you're going to get glitches no matter what you use, and just about any half-serious programming or scripting language will provide error messages detailed enough for you to find bugs


Yes, that is true. But you are more likely to create Glitches in harder programming languages like C++ and ASM.

QUOTE
you forgot that the chances of a game being released are inversely proportional to how long it takes to make it; like rii said, most of the HUGE games on the site are that way because they use a ton of graphics, sounds, and music—stuff that doesn't exactly shrink if you switch to c++


Which is why you also need dedication to make a game. Switching to C++ will help with size, because AFAIK, Game Maker doesn't compress the Resources, and more than likely increases their size. With external resources, you can compress them as much as you want.

QUOTE
don't know how c++ instantly makes you a pro, because some people will argue that "you aren't a pro" unless you program in ASM and ASM only; you're being just as lazy by using SDL or SFML


No, I said Mastering C++ is much harder, but it makes you a Pro. Using only ASM... that's stupid. Sanity should tell you not to use only ASM, unless you're a super-oldbie who loves the old languages, but then you'd probably say that you aren't PRO until you use Machine Code. Not sure if you're saying that THEY will call me lazy for using SFML, or if YOU are calling me lazy.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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