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After the previous two tech blogs about scaling for devices, there have been a few requests for an extra article on how to scale games for the HTML5 target. So, in this tech blog we are going to cover scaling for this platform, although it should be noted that before continuing we recommend that you read through the Scaling For Devices tech blogs (Part 1, and Part 2) as we will be using the techniques that have previously been explained there in more depth.
In Part 1 of this tech blog, we looked at different methods to scale the GUI layer so that it can be adapted to the different screen sizes and aspect ratios of any given device. This was a relatively simple thing to do, since the GUI layer permits resizing and doesn't require views nor surfaces to work. But what about scaling the game itself? Making your game fill the whole device display is easy, but making it fill the display and look correct (ie: no blurring or stretching) is not, so in this tech blog we will cover various different methods that you can choose from to scale the game properly.
This article is part one of a two part series in which we will explore the different ways to scale your game to fit different device screens. Scaling your game can be a headache for many users and hopefully through these articles we can help to make it a simpler task and provide you with a framework within which to get the correct results every time.
In today’s article we are going to go over the motion planning functions in GameMaker: Studio. If you are not familiar with them, they are a set of functions that use different methods to get an instance from point A to point B, and they can be configured in different ways to make this movement more complex. You can get an overview of the functions from the GameMaker manual here: Motion Planning Functions.
In this article we are going to cover some "best practices" for when you are using the GameMaker Language (GML) to code your game, and at the same time explain a little bit about the inner workings of GameMaker: Studio. Before we continue, however, it is worth noting two very important points:
The GameMaker: Studio IDE comes with a number of handy shortcuts and features that are often overlooked by both new and veteran users of the product. Some of these are purely convenient ways to do things, while others can significantly increase productivity and change the way you work, so here we give a list of the most over-looked, yet most useful methods for using GameMaker: Studio to its fullest.
The 1.4 update to GameMaker: Studio is perhaps the most important to date. Apart from greatly increasing the UI stability and adding new features, it also marks the official launch of the GameMaker: Marketplace! Most of the new features and changes being introduced have been discussed in previous tech blogs and were available in the Early Access version of GameMaker: Studio. However, since most users don't use the EA version, in this article we'll give you a brief run-down of what to expect from 1.4 and link to any relevant articles so you can find out more.
Quite often we have people enquiring about what they see as odd results using surfaces, most specifically to do with unexpected transparent effects when drawing surfaces to both other surfaces and to the screen. This often crops up when people want to do things such as capture the current contents of the display for use as a pause menu background, for example.
The Early Access version of GameMaker: Studio (from version 1.99.177 upwards) has seen some changes to the Image Editor based on common user feature requests. These features will later be added to the regular version of GameMaker: Studio with the next 1.4 update.
Extensions for iOS and Android were first introduced in the 1.3 beta version of Gamemaker: Studio. With the advent of the 1.4 version, the process for creating them has changed somewhat to make things easier and more streamlined. So, in this Tech Blog, we are going to take you through the steps required to make an extension for those platforms. It is worth noting that you will be required to have a working knowledge of Objective C for iOS extensions and Java for Android extensions as well as a good working knowledge of GML (the GameMaker Language).
This week we saw the launch of the YoYo Games Marketplace and an update to the 1.4 version of GameMaker: Studio. This update permits you to create content for other people to buy (or get for free) through Marketplace. To do this, you will need to be able to create asset packages, which are GMEZ style files containing the assets from a project for distribution, and they can include sprites, audio, scripts, extensions... basically anything that goes in your games resources tree can be packaged up and added to Marketplace.
In the previous article that we published on blend modes, we covered the simple blend modes that you can use in your games, and gave an overview of how they work. However, to really get the most from blend modes you have step away from the general ones that GameMaker: Studio supports and start to use the extended blend modes.
If you've been using GameMaker: Studio for any length of time, you will almost certainly have come across blend modes, and probably even used them in your games. Blend modes are a great way to change how something is drawn to give interesting and specific graphical effects, but do you know how they work? This is a subject that can confuse people and so in this and the following article we hope to dispel some of the mystery surrounding blend modes and enable you to use them to their fullest extent in your games.
We've released the new and expanded version 2 of all the ad provider demos. If you already have an earlier version, delete your downloaded copy from %localappdata%\GameMaker-Studio\demo and then download the demo again to get the new versions - GameMaker won't automatically update your existing copy.
With the update to the 1.3 version of GameMaker: Studio, certain changes have been made to the way that apps are built for iOS. Previously you were required to use the Application Oven to build the YoYo Runner for testing and for building a final IPA for submission to the store. This is now no longer necessary, and the toolchain has been simplified.