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> Game Maker 8.0 Features
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OmegaDestroyer
Posted: Jul 3 2009, 07:06 AM
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For all of those that are interested, the GameMaker 8.0 Beta is available to ALL who sign up for testing.

http://glog.yoyogames.com/?p=546

Downloading now...

Update: It looks pretty good. Some of the sprite and background functions have changed. The code editor works very well. The new file extensions I haven't tested yet.

Will be checking back to see what others say about the Beta.

This post has been edited by OmegaDestroyer on Jul 3 2009, 07:37 AM


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Char
Posted: Jul 3 2009, 08:04 AM
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just signed up
downloading now

this is awesome

the new sprite editor is cool, and the code editor is just.. amazing


also, "transparency" is now actual transparency, does not depend on the bottom-left colour and functions like any image editor (like, white and grey squares in transparent areas)

there's a magic wand tool, awesome

now trying out the coed editor

This post has been edited by Char on Jul 3 2009, 08:15 AM


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SuperMarioMaster
Posted: Jul 3 2009, 08:21 AM
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Downloading :D


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OmegaDestroyer
Posted: Jul 3 2009, 08:25 AM
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QUOTE (Char @ Jul 3 2009, 08:04 AM)
the new sprite editor is cool, and the code editor is just.. amazing

also, "transparency" is now actual transparency, does not depend on the bottom-left colour and functions like any image editor (like, white and grey squares in transparent areas)

there's a magic wand tool, awesome
One thing not mentioned that I'm going to love with the sprite editor is that in Edit mode, you can shift to the next or previous subimage without having to close and reselect. And it keeps the zoom on!


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Giygas
Posted: Jul 3 2009, 09:57 AM
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So would it be a bad idea to actually program something big in the Beta?
Because idk if I wanna go back to 7. Or 6.
Oh wtf time limited.

This post has been edited by Giygas on Jul 3 2009, 09:58 AM
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Guinea
Posted: Jul 3 2009, 09:59 AM
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Hmm, the performance has slightly increased. The program I'm currently writing ran on max 1700-1800 fps before, now it reaches 1800-1900 at points.

Tile-scaling still doesn't work like it should.
Backward compatibility is perfect though.
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SuperMarioMaster
Posted: Jul 3 2009, 10:03 AM
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QUOTE (Giygas @ Jul 3 2009, 10:57 AM)
So would it be a bad idea to actually program something big in the Beta?
Because idk if I wanna go back to 7. Or 6.
Oh what the heck time limited.

Your not aloud to give out games made in the beta


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Giygas
Posted: Jul 3 2009, 10:09 AM
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QUOTE (SuperMarioMaster @ Jul 3 2009, 10:03 AM)
Your not aloud to give out games made in the beta

Oh right.
Well whatever. It's still pretty cool, wonder when it's coming out though.

Also, haha
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JudgeSpear 2009-07-03 Out of memory when trying to run a very large GMK file

Wonder what he was trying to run smile.gif

This post has been edited by Giygas on Jul 3 2009, 10:11 AM
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OmegaDestroyer
Posted: Jul 3 2009, 10:14 AM
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QUOTE (Giygas)
So would it be a bad idea to actually program something big in the Beta?
Because idk if I wanna go back to 7. Or 6.
Oh wtf time limited.
I want to move over to 8 right now, but the time limit will mess things up if the full build (or another beta test) doesn't come out around then, leaving me going back to 7.

Seeing what I can do now with resources, I'm going to prepare my current project to move over to it when I can use it fully.

QUOTE (Guinea)
Tile-scaling still doesn't work like it should.
Backward compatibility is perfect though.
Seeing that made me want to go check room_tile_add. Unfortuantely, it's still glitching

Backwards compatibility is almost perfect for me. The only exception is that most functions for creating sprites and backgrounds have changed. I would rather they changed to a different workfile extension to something other than GMK.


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Char
Posted: Jul 3 2009, 10:54 AM
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QUOTE (OmegaDestroyer @ Jul 3 2009, 06:55 PM)
One thing not mentioned that I'm going to love with the sprite editor is that in Edit mode, you can shift to the next or previous subimage without having to close and reselect. And it keeps the zoom on!

that was possible in gm7 too


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JosJuice
Posted: Jul 3 2009, 12:29 PM
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GM8 exe files are smaller than GM7 ones :3

Test game (about 700 KB in gm6 form):
GM6: 1,53 MB
GM7: 2,73 MB
GM8: 1,64 MB


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QUOTE (Darkyoshi @ Dec 19 2008, 05:09 PM)
I remading it to make a Free-Glitch version
QUOTE (Keyser Soze @ Dec 21 2008, 12:28 AM)
Thank god I thought I was going to have to PAY for my glitches!

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You know what they say toast is toast. ;3
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Char
Posted: Jul 3 2009, 12:36 PM
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nice, they added the compression back


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MONEYMAN
Posted: Jul 5 2009, 04:15 PM
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weeeeeee
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QUOTE
JudgeSpear 2009-07-03 Out of memory when trying to run a very large GMK file

Huh? Really? I wouldn't know...


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OniLink10
Posted: Jul 6 2009, 12:18 AM
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Hello just added a request to be able to disable the Fullscreen Bilinear Filtering(let's hope it gets in), and I found a Room Caption Bug and a bug that created 50+ Pop-Ups in 10 Seconds. :\


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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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