Thank you, exactly what I was looking for, so close to a demo, but it felt off due to these reasons. Guess I should have explored the menus better.
@Thome1
3 жыл бұрын
Good explanation, actually getting to the point. You’re the best. Thank you!
@GunnarClovis
3 жыл бұрын
Thank you so much! I really appreciate it, more than you know! 💖 If there are any topics you'd like me to do a video on (and YT ordains to show me the comment in a timely manner...), please please please let me know!
@amorak223
4 ай бұрын
thanks for the great tutorial!
@NoelJasik
4 жыл бұрын
Cool tutorial, but i would recommend you to make tutorials, as short as possible, there's a lot of tutorials in the internet which explain simple stuff really long, but there's lack of short and to the point tutorials, i understand if it's not your style, but short and to the point tutorials are a lot better at teaching
@GunnarClovis
4 жыл бұрын
TLDR: *I'm making 2 versions of all my tutorials: first a long/detailed version, then a short/quick version!* You are correct, Noel! I personally HATE really long tutorials 😅, as you're right, virtually all the gamedev tutorials online are really long-winded, like this one is... however, it's so hard to find short-and-to-the-point tutorials because unfortunately they don't perform as well 😕 the audience that regularly consumes tutorials tends to be largely beginners (unsurprisingly) who want/need longer tutorials. This topic specifically is a very beginner topic (as you saw it's just a few SECONDS in settings / one-line of code to toggle fullscreen), so the target audience for this particular video who doesn't know how to set a custom window title, icon, or start in fullscreen doesn't know because they're most likely a beginner / haven't wanted to do these things before (and thusly haven't googled for them), so I believed explaining WHY you would do this was just as important as the HOW, so I made this tutorial very slow and detailed... BUT, as I said, I personally really don't like long tutorials😂, as they're best for beginners, and not awesome for more experienced developers. And you're right, there are basically no short gamedev tutorials online! So my solution to this as I mentioned in the description / marketing for this video (but neglected to mention in the video itself as it was already long enough haha) is that *I'm making TWO versions of all of my gamedev tutorials:* First, *the "Talk the Talk" version* which slowly explains the material in-depth, both how and why, so that it can be followed by people of all skill-levels, while being specifically targeted at beginners. These versions would have a broader appeal. And second, *the "Walk the Walk" version* which quickly blitzes through the material with minimal explanation, which is ideal for more experienced developers who have made many games before (like you or I) who can follow along and figure stuff out without explicit hand-holding. This group is very under-served as you've pointed out, as while it would appeal more to my current base which is mainly all experienced developers, these videos would not have as broad of an appeal generally. The "Walk the Walk" version of this tutorial is coming soon, and it's probably only going to be like 30 seconds😂
@NoelJasik
4 жыл бұрын
@@GunnarClovis Cool
@GunnarClovis
4 жыл бұрын
@@NoelJasik kzitem.info/news/bejne/zphuqa2qg32dqW0 The quick Walk the Walk version is now live!
@a_coneish_one4398
3 жыл бұрын
Thank you so much bruv, I knew how to do this in gamemaker 8, but when I started using studio 2 it confused me. Very cool :thumbsup:
@GunnarClovis
3 жыл бұрын
You're welcome, mate! Thank you for the comment; KZitem hates to show me comments on my videos for some reason, but I do really appreciate them.
@KingDevyn
3 жыл бұрын
Nice dialogue avatar! That's a cool thematic idea for these tutorials
@GunnarClovis
3 жыл бұрын
Thank you! 😊 No one's ever complimented my avatar before and it takes quite a bit of time to animate haha... I was considering swapping to facecam tutorials instead because it's a lot less work, but I appreciate the support
@aaronwise1089
4 жыл бұрын
How do we fix this? Thanks really helpful. Try using icofx portable for icon creation
@GunnarClovis
3 жыл бұрын
Sounds like you got it figured out, but if you have any more questions, please let me know! Sorry for the slow reply; YT hates to show me comments on my own videos, which is really annoying...
@prismgenixz7096
2 жыл бұрын
This was so helpful for learning!! Thank you! ❤
@GunnarClovis
2 жыл бұрын
I'm so glad! 😊
@o.d.s.t2798
3 жыл бұрын
very very cool tutorial, it helped me a lot :)
@GunnarClovis
3 жыл бұрын
Thank you so much, I'm so glad! 😊 If you have any other topics you'd like me to do a video on (and YT ordains to show me the comment in a timely manner...), let me know!
@toiratthichchoigamevaythoi29
2 ай бұрын
thanks❤❤❤
@DragoniteSpam
4 жыл бұрын
15:10 Most of the time running in the VM is fine, but you definitely don't want to build YYC without also testing in YYC. There are some things that don't cause issues in the VM that cause the YYC to act differently, or will outright crash the game.
@GunnarClovis
4 жыл бұрын
Yeah for sure; it's just a brief aside explaining what I'm doing so anyone can follow along for the point of this tutorial in the window title, fullscreen, and custom icon settings. And those who aren't doing those things already are going to be largely beginners, so I'm trying to stay on target to the specific topic. I'll be doing a video on export targets specifically in the future, and each lengthy video (like this one) will be followed by a shorter video rushing through the content intended for experienced developers, which over time I hope will cater to both a general beginner audience and veteran developers who just want to quickly learn a new engine, tool, or technique.
@GunnarClovis
4 жыл бұрын
kzitem.info/news/bejne/zphuqa2qg32dqW0 The shorter version of this tutorial is now live!
@Arcyriea
2 жыл бұрын
I wonder would it be possible to set icons to save files
@GunnarClovis
2 жыл бұрын
Generally no, as OSes have a specific icon set for each file type (each text file has the same icon, usually the default program set to open text files, for example), with application executables being the obvious exception. This may vary on an individual's machine if they perform some wacky shenanigans or advanced haxor skills, but for a general consumer audience demo, that's not viable. However, the work around for this is to use images as your save files. Generally, most save files are text files with a different arbitrary file extension (or extensionless, ini files, json files, or binary files, which are really just text files with extra steps). But there's nothing inherent about game save data (or any data) that means it has to be stored as a text or binary file. We only do that because it's easier or more human-readable. You can convert any data to any format, including images as pixels. I frequently like to use images as my file data for levels, making level editing easy and fun, but you can apply this to save data as well. Encode each pixel's four values (RGBA) to store a different piece of information that can be interpreted by the game just like the data of a standard text or ini save file, or even convert a typical text save file into an image and vice versa if you still really wanted the text readable for some reason. The most default way of storing save data as PNGs would result in pictures that look like random noise, but you can cleverly make any image you want secretly contain save information, by only slightly modifying preset colors of the logo icon image within 20 or so RGB units, so the picture remains the same to the naked eye but can be processed into unique data, or by siloing the actual save data into a small portion of the image while keeping the main logo the same, such as at the bottom in a thin line or across the background pixels. This is actually fairly trivial, and a fun project. It's certainly more advanced than this tutorial, but if I ever got back to make GMS2 / gamedev tutorials here again, that's something I could cover fairly easily in a tutorial. The resultant image would usually be used by the OS as its own icon, as is typical default behavior in most modern OSes, where within Windows File Explorer you see icons of the image for each PNG image file, instead of like the Photoshop icon or Photos app icon, even though those might be the default app. However, keep in mind that depending on the OS and user settings that might not happen, but it would be a safe bet 99.999% of the time, and when it didn't work, the user should obviously know why due to their setup of that specific non-default behavior (for some reason).
@cwawesome
3 жыл бұрын
This tutorial was super helpful! I had a question though, how could I do something where when I hit f11 I get fullscreen but if I hit it again it wouldn't go back to the smaller version? Thanks!
@GunnarClovis
3 жыл бұрын
I'm so glad! And what I believe you're talking about is manual control of whether the window is *maximized*. So when you press F11, it toggles to fullscreen, but hitting F11 again toggles out of fullscreen but doesn't "restore" to the smaller window, but remains in a "maximized" state. This is something I also wanted for a LONG time, and fortunately for you just recently figured out! Basically, it's impossible to control maximized state from GameMaker natively, but if you employ an extension for the platform (in this case Windows), then you can call external Windows native functions for immense control over the window, including the maximized vs. restored status. There's an awesome GM community member called @YellowAfterlife: kzitem.info He makes a ton of amazing GM extensions, including a FREE extension downloadable on itch for manipulating Windows native settings. Download it here: yellowafterlife.itch.io/gamemaker-window-commands Play around with the demo included a little bit, and glance at the code. It's very intuitive. I used this extension in my own projects for this exact purpose. It will likely require a slight delay, so how it works in my game is that after I trigger fullscreen to close with F11, I queue an alarm to run a few frames later after the fullscreen rights itself. In that alarm, I call the Windows extension to maximize the window. There's a slight delay / hiccup which will be more or less noticeable based on the speed of the computer, but this worked for me. Keep in mind that that extension manually overrides all those windows command hook functions, so you'll need to take care of calling them when it detects that the relevant buttons are pressed, assuming you still want that. It's not very difficult. Just poke around the included example project and it should be pretty self-explanatory. Hope that helps! If there are any other topics you'd like me to cover for a future GM tutorial, let me know! I've been away from YT for a long time due to obvious circumstances (and my computer broke), but once I get a new PC I intend to return to YT work.
@cwawesome
3 жыл бұрын
Thank you dude! Helps a ton! In terms of topics I'd like you to cover, I haven't looked through your channel a ton but I realized you haven't really created any rpg videos like with NPC's and stuff, maybe you can consider covering that?
@GunnarClovis
3 жыл бұрын
@@cwawesome I'm glad it helped! For sure, RPG mechanics in GM are pretty straightforward. I probably won't get to that immediately once I get back on the YT horse, but happy to get to that. I intend to make a series of videos covering how to succinctly make different types of games in GMS2, starting with simple games like Pong and Galaga, moving on to games like Tetris, top-down shooters, and platformers, and then on to RPGs and the like. I made a weekly game project list for a university semester format a while ago when I was helping teach at UNLV, and want to make tutorials for that whole batch.
@GunnarClovis
3 жыл бұрын
@@cwawesome you can hear some about that in my Clone It Till You Own It video, and I have the whole list in the comments. I think it's a good list for someone getting into game development to go from novice to relative expert in a couple months, if it's followed through. kzitem.info/news/bejne/lJ2fz22MhpireqQ
@joebesideyou1457
3 жыл бұрын
@@GunnarClovis If I understand you correctly, you want to press F11 to maximize/minimize the screen size...right? Unfortunately, F11 does NOT work HOWEVER if you want an alternative to downloading an external software...press Alt + Enter worked for me!
@royaku
2 жыл бұрын
Hey! i can't put any icon, it says that it is not a valid .ico format but it is a .ico i can't find anything to help me plese help
@GunnarClovis
2 жыл бұрын
How was the file created? If you haven't already, try recreating the file, starting as a PNG, and then converting to an ICO file using a free online service like icoconvert.com/ Make sure that the icon is a square shape. Close and reopen GMS2, and try setting it again. You may also try a local ICO converter like Photoshop or Paint.NET with a free plug-in
@GunnarClovis
2 жыл бұрын
Of course make sure that your version of GMS2 is updated, and always try standard close/reopen, restart PC, and/or clean project, which solves a lot of IDE issues like most software.
@royaku
2 жыл бұрын
@@GunnarClovis i already have recreated the file like 5 times but i will try to update gms2 maybe it's that! Thanks you very much!
@GunnarClovis
2 жыл бұрын
@@royaku How is the file originated? What programs do you use along the way to produce the file? I have a feeling that the problem will continue, and that's it's some unique thing based on your pipeline.
@AdFaris3786
2 жыл бұрын
hi, I note you have HTML in your Platform setting and I was wondering how did you add it another thing you can help me with is if my entire game is made using dnd can I still add HTML coding to my system without anything going wrong with my game.
@GunnarClovis
2 жыл бұрын
Howdy! I'm just replying now to let you know that I've seen your comment and am currently doing some research to best answer it (mainly by making a new free GMS2 account and using an unpaid version of the engine, which requires a new dummy email address, etc.)
@AdFaris3786
2 жыл бұрын
@@GunnarClovis I did I bought the Creator pack for £39.50 a year
@GunnarClovis
2 жыл бұрын
Howdy! As to HTML as a target platform, that would depend on the license version of GameMaker you have. If you're not seeing it, I assume you either have a free account or a Creator subscription. You need an Indie subscription or above to use the HTML5 export target. See here: help.yoyogames.com/hc/en-us/articles/115002637011-Which-Subscription-Is-Right-For-Me-
@GunnarClovis
2 жыл бұрын
Free GMS2 accounts can try the engine for free with no time limit, testing your games in Virtual Machine or publishing to Opera GX for free. Creator is for slightly more serious developers than that, also permitting Windows, Mac, and Ubuntu exports that you can publish and sell on any platform with no royalties to GM. This is perfect for students making small executables to share with your friends as well. Currently $5 USD/month or less if paid yearly. Indie is for even more serious developers with aims to publish on a variety of platforms, including more difficult platforms such as mobile and HTML5. It additionally allows UWP, Web / HTML5, Android, and IOS exports with again no royalties or revenue split. This is $10 USD/month or less if paid yearly. Then finally there's the Enterprise subscription, which is for extremely serious professional game studios planning to launch on consoles.
@GunnarClovis
2 жыл бұрын
As for Drag-n-Drop on HTML, that's theoretically fine, as all DnD visual code simply compiles down to GML code anyway, it's all the same functionality, but keep in mind that HTML5 is a very difficult target platform, as it's ultimately built on Javascript. Javascript and by extension HTML5 are _extremely_ finicky, error-prone, and tedious to work with. It's just about the most annoying target platform to work with (I say from experience as I compile to HTML5 in GMS2 for my full-time job), with a tendency to hard crash, behave unexpectedly, and otherwise break when all other target platforms work perfectly. Therefore to make HTML5 games work properly, they often require special "baby-proofing" we call it in programming, deep debugging efforts, fixing coding problems that are unique to HTML5 vs. All other platforms. So frankly, if you're still using Drag-n-Drop, then you're probably not ready yet to use HTML5, as it requires a decent level of programming and computer science know-how to debug. I'm sorry to be the bearer of bad news there, but I would not recommend trying to use HTML5 until you're fairly confident in GML programming.
@Beepa11
2 жыл бұрын
When I load the game the image icon thing doesnt show
@GunnarClovis
2 жыл бұрын
What do you mean? In the top-window? And/or in Windows Explorer / file explorer when looking at the executable? I would try again, check that the file is a valid square .ico file, restart GameMaker, reload the project, etc., standard stuff. Try recreating the file from PNG to ICO if needed. Let me know if nothing works.
@Beepa11
2 жыл бұрын
@@GunnarClovis I don't have a executable, I mean on the window, do I need the full version of Gamemaker? I use trial version.
@GunnarClovis
2 жыл бұрын
@@Beepa11 yes, you need the full version of GameMaker to set icons for executables, as you can't even export executables without the full version of GameMaker.
@GunnarClovis
2 жыл бұрын
@@Beepa11 the trial version of GameMaker is just for using it as a trial, seeing how the engine works and dipping a toe into game creation and game coding with it, but it's not a full version and can't export or share games--- _EXCEPT_ with the brand new Opera GX export. You should be able to export and upload games to Opera GX even on a trial version (this is because Opera GX owns GameMaker)
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