I wouldnt be so discouraged by Destroyer Fâs frustration with GM 6.1, its true, GM is terrible at memory management but the benefits of ease and speed of creation outweigh the downfalls in memory problems IMO. Theres ways around the memory problems if youâre âanalâ enough about your programming, but it can be very difficult.
But nowadays almost everyone has a fast computer anyway ⌠its just up to you to figure out the limitations so you dont go overboard.
My problem is this. I wanted the space ship to shoot a laser, but only 3 shots per second, but if I press the space bar too fast it stops shooting all together. Please have a look at this game.
If you want a high framerate with many amazing special graphic-warping, lighting, and smoke effects, or ragdoll physics, or anything a whole lot more complex than a regular 2-D Metroid game, Game Maker is not for you, and youâll want to use something generally thought of as better than Game Maker (C++, C, Visual C++, along with OpenGL or DirectX, etc.âthere are still tons of choices, and I canât help you there).
If youâre going for a sidescroller at about the same complexity as a regular 2-D Metroid game, with probably 30 fps and standard graphics (relative to, say, most GameBoy Advance or SNES games), Game Maker should probably be your choice. It does have some memory issues like what DF has run into, but using external files would solve it unless youâre really against letting people edit your sprites. If so, it still isnât that much of an obstacle if you pay very close attention to it from the very start. Objects are what cause the most trouble anyway, so try to keep as little objects as you can (one or a few objects to control everything in a room/the game preferably) if youâre worried about it.
Edit: Oh, yeah, and itâs stickied now. Since Iâm sure thisâll get very popular and we donât want any clones coming up.
Oh ⌠umm you realise its a zip file you need to extract right? I didnt realise it when I was uploading it, but BigUpload.com automatically zips it up for you. In any case I downloaded from the link I posted and extracted it and it worked fine.
Well, it wonât be that complex. It wonât have lighting or anything extreme like that, but it will be reasonably big (lots of blocks, enemies, etc.), the sprites will be rendered models (so thereâs going to be alot of colors involved as well as many frames for animation), and the speed must be fast. Would GameMaker do that for me?
If the blocks are very small, it may be a bit of an issue, but 16x16 tiles or larger in a 640 by 480 resolution (though thatâs pushing it with the resolution) would probably be fine. Object amounts are fine in GM as long as there arenât too many on the screen at once, since there are ways to ignore different parts of objects outside the screen. With colors, GM does either 16-bit or 32-bit, and I have never really noticed a difference in speed between them. By speed, do you mean fast as in 60 FPS or 30 FPS but with fast-moving objects? The difference between the two is usually how smooth things move, not how fast they actually go.
simple, make a variable, use it in the step event, in which after you press, the variable resets to zero, and every step (depending on how many steps you have per second) restores the value to its maximum value (make sure to limit it), and you can only fire when it is at maximum value.