- #Game maker studio pro for non games how to#
- #Game maker studio pro for non games update#
- #Game maker studio pro for non games windows 8#
- #Game maker studio pro for non games professional#
- #Game maker studio pro for non games series#
#Game maker studio pro for non games series#
There is now also a series of Target Options for your output files. This will reduce dramatically the initial load time for your game, but will also give a greater performance hit as the file is decompressed at run-time, so should only really be used for *.mp3 music. Streamed: With this option your sound file will be streamed from the disk when played. Basically, if the size of the file is important to you, but you don't want the performance penalty of run-time decompression, then that would be a good setting for both *.wav sound and *.mp3 music. Uncompress On Load: This option means the actual file size will be smaller, but there will be a delay at start up where these are uncompressed into memory, so you want to consider the start-up time for your game as this will be affected. This means that there may be a slight performance loss, so you should only really use this for *.mp3 music, or larger *.wav sound effects. This is ideal for *.wav sound effects, especially when you need to play multiple sounds at once.Ĭompressed: As above, but the sounds are compressed and then decompressed at run-time. Uncompressed: This is an uncompressed file format, and will use the most memory with little or no performance impact for small sounds. The options and their general purpose are: This allows greater control over how your audio will impact on the game performance and it's memory usage. The first great change that has been made is to permit you to select from four different audio attributes. NOTE: If you are using the old audio engine, you will be missing the the Decompress On Load and Streaming options since these are not supported. With GameMaker:Studio 1.2 there has also been a major change made to the way that sound assets are imported to give the user more flexibility with the output per-platform.
#Game maker studio pro for non games windows 8#
Note that non-WebGL JavaScript targets, like Windows 8 (JS) do not support shaders, but normal HTML5 does as long as you have the Global Game Settings set to WebGL - Enabled.
#Game maker studio pro for non games how to#
You can get additional information on how shaders fit into the graphics pipeline and how to use them in GMS from the following YoYo Games tech Blog articles:
#Game maker studio pro for non games update#
Obviously, you will need to set variables and other properties within the shader at run time, and the 1.2 update to GameMaker:Studio adds in the extra functions necessary to do this, as well as a whole host of secondary functions that permit you to create your own vertex formats and build your own primitives. Once you have configured the shader as you wish, you can then use it in the Draw Event of an object with a couple of simple lines of code: HLSL11 - Windows Phone and Windows 8 (Native).GLSL ES - All target platforms except Windows 8 (JS).The available languages and their respective targets are shown in the list below: Using this language guarantees that your game will work correctly on all platforms that shaders are available on, but you can also choose to use one of three other languages if you are only targeting a specific platform. The shader program itself is written in a shader language with the default, cross platform choice being GLSL ES (you can find out more about the GLSL (ES) specifications here). To start with you have to actually write (or import) the shader, using the new Shader Editor which is opened by right-clicking the new Shader Asset from the resource tree:īy default any new shader will be configured as a simple "pass through" shader (ie:it will simply draw whatever you use it with as-is), making adding and changing things very easy. Using them in GameMaker:Studio is very simple, and if you have every used surfaces or blend modes then you will be in familiar territory.
This then permits you to manipulate, in real time, the position, colour and alpha values that are actually rendered into the display buffer. Both of these tiny programs work together in order to manipulate what the graphics card renders to the screen. This frees up CPU cycles for your game code, meaning more over-all running speed when compared to more "traditional" methods of doing graphics effects rendering.Ī complete shader is comprised of a vertex shader program, and a fragment shader program (also known as a pixel shader).
ShadersĪ shader is basically a two-part program that runs directly on the graphics card itself, making it very fast since the GPU is doing all the work. This article provides you with an overview of these new features.
#Game maker studio pro for non games professional#
All of these features except the YoYo Compiler (YYC) are included as standard across all versions of GameMaker:Studio, with the YYC being available as a separate module for those using the Professional version. The GameMaker:Studio 1.2 update has added many new and powerful features.