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1  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-19 01:21:46
I played a bit more with GameMaker (GM), and I have to say it's very capable !
I bought the standard edition, and I'm satisfied so far.

Here are the views from a 10-year experienced dev, after a week of toying with GM in the evening:

The bad:
- commercial, need to spend at least 50 bucks if you want to get rid of the limitations of the free version
- primitive UI. The many popups are annoying. Usable nonetheless.
- lack of true IDE: we're very far from Netbeans, Eclipse & co
- after lurking on the internet, it seems Yoyo games (the owning company) has a bad reputation of being just lazy and milking the product, but they're getting better with the Studio edition
- it seems GM (the editor, not the final exported player) is not well supported on Mac. But I'm using a PC, so I don't care
- GML is primitive, you feel it very quickly (though not as ugly as many pretend): not OO (the bigget OUCH!), inconsistent syntax, can define functions but you have to create a "script" for each one, etc... but for a seasoned developer, it's just another so-so language. You can write like C code, and you're done. Being a developer helps a lot here, otherwise it may be confusing for a newcomer, especially memory management of dynamic resources allocated on the heap. Also have to be very careful with the scope of the variables: global, local to the script, or instance variable. Also a lot of people say GML and GM are encouraging bad coding practice. Maybe true for non developers, but you can write manageable code in GM. The only problem I'm seeing for bigger projects is if you want to rename resources (objects, sprites, rooms, etc...) then you have to rename it in your code too, which is spread in multiple places. That is a major drawback.

The good:
- it does what it pretends: to quickly prototype and make 2d games
- The pathfinding functions are great and easy to use
- The engine is fast, you just have to make sure you're not wasting computing power, like in any other language/engine. I don't believe anyone now saying GM is slow, they're just using it wrong.
- can export to iOS, HTML5, Android, Mac, PC, Ubuntu, though each module is expensive (more than the engine itself). Mac and PC are included for "free"
- lots of useful functions for drawing, gameplay, collision checking etc... for example you can draw offscreen on volatile surfaces, you can do in-app purchases and use analytics
- gives access to low level 3D (Direct3D, OpenGL) functions, which is cool for someone who already knows 3D programming
- not too restrictive licensing: can activate the product on 3 machines at the same time
- shaders are on the way!
- good documentation, and good tutorials
-- LLVM on the way

Compared to Unity (I'm no expert at Unity, only have completed one simple 2d game in it, and many 3d prototypes with the free 3.5)
- GameMaker is much faster to develop with and also much cheaper for 2d games. No need to spend $1,500 and to look for extensions in the asset store, the good ones being easily above $100, more than the pro edition of GameMaker
- for 3D games, well Unity is of course a saner choice, though in GM you can play with low level Direct3D functions, which can be more than enough for "simple" games
- unity is a lot more polished, professional, and modern than GM, with a capable IDE, and a choice of modern languages

Compared to Construct 2 (only used it to prototype a single game 6 months ago):
- GM is more powerful, because I can code if I want. For instance, I can't live without Perlin noise, fractals and other random goodness, so in construct 2 I'm screwed
- Construct2 is easier for beginners on small projects: it's fully drag'n drop, BUT this approach quickly shows its limits for larger games, with more complex logic. It's less readable than code, and takes longer to change with lots of mouse cliking.

Overall, the word that comes first to me when using GameMaker is "enjoyable".
One more tool in my toolbox!
2  Discussions / Miscellaneous Topics / Re: Yippieeee! Got my new Graphic card! on: 2013-06-19 00:48:22
I develop on an intel i7 3612QM + GTX675m.

A medium-high rig, so I expect my games to run on half that power.
So if my framerate divided by two is still acceptable on my machine, I consider my games fast enough for my audience.
I also make sure my textures aren't too large for 3d games, though this is handled automatically when using engines like Unity, which is cool.
3  Game Development / Newbie & Debugging Questions / Re: My game is almost half a Gigabyte in size on: 2013-06-18 05:37:50
I'm not sure why you need thousands of sound effects.
You're making your life harder for little benefit IMO.

1) Especially with small games, you should be ok with less than a hundred SFX, having more won't make the game more fun.

2) if you load all your sounds at once, they will still take up 500 MB in RAM, even if their files are compressed with vorbis
4  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-12 02:33:47
"Tiresome" more in the sense "boring"
5  Discussions / General Discussions / Re: Your View on GameMaker? on: 2013-06-12 01:56:47
Reading this thread yesterday reminded me about tools like GameMaker.

I tried it a few years ago.
Downloaded it again yesterday, and boy it's so fast. By the time I setup a new java project in Netbeans, I already have a small running game in GameMaker, with a background, keyboard controls, collisions, moving characters, and score displayed.

I guess I'll play with it some more for the next days Cheesy
Might even buy it...

Though I love programming (especially in Java), I have to admit finishing a game in java is too hard for me: I get lost too fast toying around with OpenGL, physics and other fancy tech stuff.

With GameMaker, I could forget about technology for a while, and I could concentrate on the dawn game. That felt so good... Grin

I work as a coder during the day, using GameMaker is also more relaxing. Coding day and night gets tiresome after some time...
6  Game Development / Performance Tuning / Re: Limited Palettes on: 2013-04-07 02:05:00
HeroesGraveDev is correct, he said "unless you use a different format".
You can tell in what format an image will be stored in graphics memory, when you load it with glTexImage2D for example (google it and you'll find all the color formats listed).

OpenGL fixed pipeline does have support for palettes and color indices (never used it though, and I dunno how do it with shaders either), but it's rarely used, because nowadays it's not worth the hassle. I doubt LibGDX uses it, it probably just tells OpenGL to store all pixels in graphics memory as 16, 24 or 32bit, without using color indices, to keep things simple. You'd have to code directly with OpenGL to use its palette capabilities.

Just work in 32bit color depth, that way:
- you have all the colors you want
- you lose no performance, and almost nothing in terms of memory
- you have alpha
- you don't have to worry about anything, it'll work (tm)

Limit your palette on the artistic side, when you create your images/sprites, NOT on the technical side, which just brings more troubles than benefits.
7  Game Development / Performance Tuning / Re: Limited Palettes on: 2013-04-07 01:20:52
Yeah, except from the memory savings, you won't gain much (if any) performance, as today's cards and architectures are tuned for 32-bit colors.
And the memory savings will be negligible if you use pixel art. A 32x32 sprite costs nothing, even at 32-bit color depth:

32pixels x 32pixels x 1byte = 1kb for 8-bit (256 colors)
32pixels x 32pixels x 4bytes = 4kb for 32-bit (true colors + alpha).

So I'd say you'll always be safe with pixel art and OpenGL.
Correctly using sprite sheets will have a lot more impact.
8  Game Development / Newbie & Debugging Questions / Re: Correct way to use Random.class on: 2013-04-03 02:32:00
learn stuff properly
You're doing the worst thing for a programmer: applying patterns without knowing why, or just to feel smarter.
Patterns may solve problems (sometimes), but on the other hand they make code more complex and abstract (for sure!), therefore more buggy.

You should concentrate on the KISS principle at all times: Keep It Simple Stupid.

If you don't need a random seed NOW, then don't bother with them. Keep your code as simple and straightforward as you can, because it'll always be too complex as some point, and always sooner than we'd like.

But if you know FOR SURE you'll need seeds, then yes, you may need a singleton, though I hate them.
I prefer to keep an object around (your random nb generator) instead.

Singletons are simply global state hidden behind a trendy name.
And global state will eat you alive without you noticing ! (<= that's why singletons are evil)
9  Game Development / Newbie & Debugging Questions / Re: Creating lots of different enemies (Inheritance, polymorphism, etc.) on: 2013-03-05 03:38:08
None while developing, but it "looks" like it's the proper way.

Once the game is released, it can be useful for players and modders though, or if non-coders need to tweak those values.
10  Game Development / Newbie & Debugging Questions / Re: Creating lots of different enemies (Inheritance, polymorphism, etc.) on: 2013-03-04 04:01:20
Object wank IMO.
Your solution looks fine. Just use whatever sounds logical to you. When it doesn't anymore, change to something more logical. Repeat.
The important thing is not how your code is structured, it's how well and quick you can understand it, now and in 3 months.
11  Games Center / Showcase / Re: Starshock, a retro-esque arcade shooter on: 2013-03-03 20:59:45
Looks pretty neat  Shocked!!
I love the look of it.

If I may, the graphics are only missing emissive/shadeless textures, like neons and fluorescent lights to make it look more futuristic. Think Dark Forces' graphics, which were (and still are) amazing.
12  Game Development / Newbie & Debugging Questions / Re: libGDX - It's so large? on: 2013-02-28 01:24:29
Furthermore I hate taxes anyway D:
Taxes take a chunk out of your monthly gain, but without them, your government couldn't afford to invest in health care, roads, pensions, and a whole lot of other services and infrastructure that you use. Without taxes, you would have to pay a lot of money for various insurances, even more than you already do. I consider taxes the least evil alternative there is.
I used to believe that, but more and more I think my wage is cut in half (France, I confirm) not for the good of the community, but to re-fill the banks so they can invest like crazy and make even bigger profits while we pay their debts.
13  Discussions / General Discussions / Re: Why don't many of you sell your games? on: 2013-02-27 02:00:07
I found that time management is the single most important skill when working on a side project, a lot more than technical expertise, since the latter can be learned rather easily through reading and practice, but for that you need time.
14  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-23 13:54:49
I'm not sure I can follow what these guys are talking about, but it seems we're going to have to write OSL/Decora/Pixel Bender code, then it'll be automagically translated into GLSL / HLSL ? Well, why not...  but although it'd make it easier (higher level) we could potentially be losing a lot of control if we need precise results, since we'd be relying on the underlying OSL/Decora/Pixel Bender-compatible renderer.
15  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-23 09:47:18
Please can you share your source code? I need something working with the fixed pipeline too. Maybe I could help you a little bit but I will start using JavaFX only when it works with OpenJDK.
Here it is.

It's a JavaFX app, that displays a red triangle on a black background using JOGL 2 rc11 (the only needed lib). The drawing is done in a hidden GLCanvas, then using glReadPixels copied into a WritableImage. You may have to click the "redraw" button to see the result at the beginning.

2 downsides:
- The GLCanvas is inside a JFrame, which must be shown then hidden, otherwise all OpenGL calls will be ignored. So you can see the JFrame flashing when the app starts, which is a bit annoying.
- it's very slow, it takes on average 11ms on my fairly good laptop (i7, gtx660m) mostly the call to glReadPixels I suppose

package todel;

import com.jogamp.common.nio.Buffers;
import java.nio.ByteBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.image.ImageView;
import javafx.scene.image.PixelFormat;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.FlowPane;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.stage.WindowEvent;
import javax.swing.JFrame;

public class Todel extends Application {

    static int width = 512;
    static int height = 480;
    static ByteBuffer byteBuffer;

    public void start(Stage primaryStage) {
        final WritableImage writableImage = new WritableImage(640, 480);
//        final PixelFormat<ByteBuffer> pf = PixelFormat.getByteBgraPreInstance();
       final PixelFormat<ByteBuffer> pf = PixelFormat.getByteRgbInstance();

        //        SwingUtilities.invokeLater(new Runnable() {
//            @Override
//            public void run() {
       final JFrame win = new JFrame("Swing");
        win.setSize(width, height);

        GLProfile glProfile = GLProfile.getDefault();
        GLCapabilities glCapabilities = new GLCapabilities(glProfile);
        final GLCanvas glcanvas = new GLCanvas(glCapabilities);
//        final GLWindow newtWindow = new  GLWindow(glCapabilities);
       glcanvas.addGLEventListener(new GLEventListener() {
//        newtWindow.addGLEventListener(new GLEventListener() {
            public void init(GLAutoDrawable glad) {
                GL2 gl = (GL2) glad.getContext().getGL();
                gl.glClearColor(.1f, .1f, .1f, .1f);

            public void dispose(GLAutoDrawable glad) {

            public void display(GLAutoDrawable glad) {
                long startTime = System.currentTimeMillis();
                GL2 gl = (GL2) glad.getContext().getGL();
                gl.glColor4f(1, 0, 0, 1);
                gl.glVertex2f(0, 0);
                gl.glVertex2f(1, 0);
                gl.glVertex2f(0, 1);

                width = glcanvas.getWidth();
                height = glcanvas.getHeight();
                if (byteBuffer == null) {
                    byteBuffer = Buffers.newDirectByteBuffer(width * height * 3);

                gl.glReadPixels(0, 0, width, height, GL2.GL_RGB, GL2.GL_UNSIGNED_BYTE, byteBuffer);
//                Thread
//                BufferedImage bufferedImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
//                int[] imageData = ((DataBufferInt) bufferedImage.getRaster().getDataBuffer()).getData();
//                for (int y = 0; y < height; y++) {
//                    for (int x = 0; x < width; x++) {
//                        int b = 2 * byteBuffer.get();
//                        int g = 2 * byteBuffer.get();
//                        int r = 2 * byteBuffer.get();
//                        imageData[(height - y - 1) * width + x] = (r << 16) | (g << 8) | b | 0xFF000000;
//                    }
//                }
//                System.out.println("copied color buffer");
//                try {
//                    ImageIO.write(bufferedImage, "png", new File("C:\\Users\\arnaud\\Desktop\\todel.png"));
//                } catch (IOException ex) {
//                    System.out.println("Could not save image because " + ex);
//                }
//                byte[] bytes = new byte[width * height * 3];
//                PixelWriter pix = new PixelWriter() {}
//                byteBuffer.get(bytes);
//                bytes[0] = (byte)255;

                Thread t = new Thread(new Runnable() {
                    public void run() {
//                        try {
//                            Thread.sleep(1000);
//                        } catch (InterruptedException ex) {
//                            Logger.getLogger(Todel.class.getName()).log(Level.SEVERE, null, ex);
//                        }
                       writableImage.getPixelWriter().setPixels(0, 0, width, height, pf, byteBuffer, width * 3);
//                writableImage.getPixelWriter().setPixels(0, 0, width, height, pf, byteBuffer, width * 3);
               //                for (int y = 0; y < height; y++) {
               //                    for (int x = 0; x < width; x++) {
               //                        int b = 2 * byteBuffer.get();
               //                        int g = 2 * byteBuffer.get();
               //                        int r = 2 * byteBuffer.get();
               //                        writableImage.getPixelWriter().setColor(x, y, new Color(r/255f, g/255f, b/255f, 1));
               //                    }
               //                }
//                try {
//                    Thread.sleep(1000);
//                } catch (InterruptedException ex) {
//                    Logger.getLogger(Todel.class.getName()).log(Level.SEVERE, null, ex);
//                }
               System.out.println("Displayed in " + (System.currentTimeMillis() - startTime) + " ms");

            public void reshape(GLAutoDrawable glad, int i, int i1, int i2, int i3) {
//            }
//        });

        Button btn = new Button();
        btn.setOnAction(new EventHandler<ActionEvent>() {
            public void handle(ActionEvent event) {

        ImageView imgView = new ImageView(writableImage);

        Pane root = new FlowPane();
//        root.getChildren().add(new Button("gg"));

        Scene scene = new Scene(root, 800, 600);

        primaryStage.setOnCloseRequest(new EventHandler<WindowEvent>() {
            public void handle(WindowEvent t) {


    public static void main(String[] args) {

I have spent a lot of time in improving the environment (the APIs) required for my own project using JOGL during 6 years. Why not sharing your findings? It would be better than nothing.
There may be a misunderstanding here. I have no finding to share, I'm enjoying JOGL so far. What I meant is: all my time must be devoted to wrapping my project, which is very late already

You're right but what do you mainly use in JavaFX? Personally, I'm interested in the charting API and a bit in CSS.
I need JavaFX
1) to do almost exactly what spasi did in his "Dope" project here A node-based interface. In the meantime I'm using the Netbeans Visual library, but I find it clunky. I'll definitely have to dump it at some point
2) CSS GUI skinning. Swing + Nimbus is ok, but I'd prefer something more expressive.
3) potentially the animation framework, and integrated browser, but later
The neat thing with JavaFX is that it's part of Java, so (hopefully) very well supported. I try to use as few libs as possible.

Why would you provide your own JRE ?
16  Discussions / General Discussions / Re: JDK: upcoming features on: 2013-02-22 13:03:16
Oh ok.
Because JavaFX is using Webkit, I assumed the javascript engine was tied to it.

So they can replace it: V8 in Chrome, Nashorn in JVM...
17  Game Development / Newbie & Debugging Questions / Re: Interface Programming Newbie on: 2013-02-22 10:29:06
With Netbeans, the easiest is the built-in Swing GUI editor. Can't get any faster than that making GUIs in Java.

JavaFX is less straightforward: you need SceneBuilder (external app), then back in Netbeans mess with an XML file, then mess again with a controller (java class). But you get the shiny new features of JavaFX.
18  Game Development / Newbie & Debugging Questions / Re: Free icons on: 2013-02-22 10:25:47
Finding tons of neat icons is easy. It's the licensing part that hurts...
19  Discussions / General Discussions / Re: JDK: upcoming features on: 2013-02-22 10:22:12
About javascript being popular server-side, I suppose it's the perceived "advantage" that you can quickly code the first 1000-5000 lines of code.
Beyond that, you need more experienced programmers.

With java, you hit that limit much much later, but it takes a bit more work to setup things.

Also it seems javascript on the server is "cool" because it's new/unusual.

I don't really see what javascript on the JVM is useful for. If I ever need a scripting language, I'd use groovy.
20  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-21 22:59:52
Yep I saw spasi's technique. I succeeded with glReadPixels and WritableImage. It's slow, but fixed pipeline must work in my case. Didn't try with FBOs.

I can't be of much help, I have zero knowledge of JOGL/LWJGL's inner working, and have my hands already more than dirty with a project using JOGL.
I'll wait for what could be done when Quantum, Prism and Glass go open source, if they ever do...

In the meantime as you said there are workarounds: for me the easiest will be to mix JavaFX with Swing+JOGL.
21  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-21 13:15:00
Looks like Java3D all over again.
Can't people learn from History ? Not always it seems...

Scenegraphs are great for simple tools & basic 3D and sucks for everything else.  So it depends on the target audience.  But OMG, Phong...are you kidding me? Cookie cutter materials?  So 80s/90s.  Get with the shader program (yuck, yuck) baby.  I'm too lazy to try to dig-up and look at the source to see if there's a sane low level exposed...if not it's pretty worthless.
I hope LWJGL/JOGL can benefit somehow.
spasi ? Julien ? Save us with a good news please  Grin
22  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-21 09:25:04
It does support lighting. I didn't test it, so I can't speak about performances. If it works in JavaFX, the 3D feature will also work everywhere you can deploy JavaFX, including applets, I guess.
23  Java Game APIs & Engines / JavaFX / Re: JavaFX 3d API and OpenGL on: 2013-02-21 06:51:42
It seems they're wrapping it with high level concepts, basically they're making a scenegraph.
Porting "low level" JOGL/LWJGL code to it will be more difficult, and we're losing a lot of control.
And what if we don't need a scenegraph at all, or using our own already...

Is it me, or people at Sun/Oracle are so obsessed with object-ville they can't stop wrapping things into objects ?
That's something I hate in the java ecosystem: this tendency to over wrap things into other things until we can't see the whole picture anymore.
24  Java Game APIs & Engines / JavaFX / JavaFX 3d API and OpenGL on: 2013-02-20 22:42:48
Official news from Oracle: JavaFX 3D early access !!!

No sign of OpenGL though, they decided to wrap it (and DirectX), which is the wrong path IMO.
No please, I don't want to learn another 3D API, there are just too many of them. It's OpenGL or nothing for me.

Yet, this could open backdoors for the JOGL team, especially if all of this goes open source.

Julien, any feedback on this news Huh?
25  Games Center / WIP games, tools & toy projects / Re: EtRD - Enter the Roguelike Dimension on: 2013-02-18 03:29:42
I also thought about this concept, but it never looked promising in my mind, no matter how I mixed 3d and ASCII art. I really don't see any improvement in moving to 3d, only drawbacks compared to good'ol 2d ASCII art....

But please keep up your effort, I'd like to see where it goes  Smiley
26  Game Development / Game Play & Game Design / Re: Pixel art? on: 2013-02-13 01:33:39
I use GIMP.

Contrarily to what is usually said, GIMP is easy to use for pixel art:
1) use the pencil tool
2) with a 1 pixel brush. Done.
Plus you have all of GIMP's powerful features ready, would you need them.

Tried few others software specialized in pixel art, never liked them that much.
For me the decisive feature of GIMP is complete freedom with keyboard shortcuts.
They can be customized, so I can really enter into "the flow" because they totally suit me.

In the end, the tool doesn't matter much, it's how comfortable and productive you are with it.
I tend to use as few tools as possible, so I become really productive with them.
27  Java Game APIs & Engines / JavaFX / Re: JOGL in JavaFX on: 2013-01-14 01:03:28
Is it possible and realistic to do offscreen rendering with JOGL / LWJGL, then switch the result image to JavaFX ?

What approach would be better ?
(I don't need state of the art graphics, I'm using the fixed pipeline. Rendering should be as fast as possible though)
I've seen terms such as pbuffers and FBOs... ??
28  Games Center / WIP games, tools & toy projects / Re: Japanese learning game on: 2012-10-03 00:55:17
I will also work on the "art section" for version 1.1, to make it more "kawaii" (cute in Japanese).

I just want to code all the main features first, coz' I need them badly.
29  Games Center / WIP games, tools & toy projects / Re: Japanese learning game on: 2012-10-03 00:52:14
There's nothing new online yet
Here is an old screenshot. The new version has also a graph of probabilities of appearance of each character

Coming along nicely.
We can now practice all the hiraganas, katakanas and 2136 official jouyou kanjis, complete with on, kun readings, plus their main English meaning.
The user can choose which ones to practice.

It works really nicely for me. My kanji retaining rate increased noticeably when learning new ones.
It's now in my toolbox: the perfect companion to anki.

I think I'll sell this little thing for a small fee, like $15 or $20.
With a free version of course, where the user will be able to practice the hiragana, katakana, and kanji grade 1.

I'll post version 1.0 soon, I have to finish the last tweaks.
30  Discussions / General Discussions / Re: Plan out or Dive In? on: 2012-09-27 13:56:28
Plan and prototype game desing but don't waste your time to plan code that well. It's allways end up totally different than original plan anyway. When you see full picture you can redesign and refactor code lot faster. Most of the game code is throw away stuff anyway so why bother with it longer than needed.
Experience will make the code better not planning.
Can't agree more !
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2014-07-29 18:08:52

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