Oh ...
Any plan to switch or add an option to export to JSON ? That would be more convenient than INI.
Hello,
I have 2 feature requests.
The first is about being able to exclude tags from an export, probably with the same system you did for excluding layer if you don't want to add a menu selection to the main window.
The second one is to have a checkbox where the exporter would ignore empty cells so it won't export them.
Oh and a third one would be to save settings or for the tool to remember the last setting used XD
How do you think about those ?
I bought it three years ago but I've just started to play with it yesterday to quickly build some placeholder animations for my project, and I thought I should tell you what I write as the title of this post.
I was thinking about using a 2D bones animation software for my animations but I was going for Spine since I use Gamemaker Studio,
However, I think I'll go the full spritesheet way intead with Pixel Over + Aseprite. Easier to tweak the drawing (and so the animations) directly in those tools.
Seriously, the polish function, the fine tuning of the export function, cutting and drawing a sprite, 3D import, animation management, the quality of the pixelart shader, that's really amazing.
It opens easy Dead Cell or Ghost Trick rendering, that's so cool.
Of course, I have some feedback to share as well, but that will be for the dedicated section :D

Hello,

2. The soft crashes when I try to delete the already written function_update() in the script editor. It says that a string can't be set to "undefined".
3. In the Sript Editor, the text cursor won't go to the first line, but input are registered. It's quite disturbing.
And that's all for now :D
Great tool anyway.
Oups, I did it again.
Unity, Gamemaker Studio, Construct ou Clicksteam Fusion sont tous des moteurs dit generaliste. Vous pouvez faire n'importe quel genre de jeu avec, bien que certains genres soient parfois bien plus simple à réaliser que d'autre.
Donc voici une petite liste de moteurs spécialisés dans un genre particulier.
Conseil de vieux sage : prenez le temps de télécharger et tester ces moteurs avant la jam pour minimiser les soucis technique.
Voici une bonne grosse liste d'outils divers et generalistes pour la conception d'assets graphique, sons, ainsi qu'une bonne grosse liste d'extensions et de scripts pour Gamemaker Studio 2 aidant à la programmation de features inevitables (et souvent relou) afin de pouvoir se concentrer sur le gameplay rapidement.
Pour ce dernier, il vaut mieux aller s'amuser a tester, histoire de voir comment ça fonctionne.
Les librairies de JuJu Adams (en anglais) qui permette de gerer beaucoup d'aspect de Gamemaker simplement. Il a bossé sur Ditto, Hyper Light Drifter, Deltarune et une autre platée de jeu.
Il vaut mieux aller les tripoter avant pour voir comment ca marche si vous etes nouveau sur Gamemaker Studio.
Sprite & Animation
Camera
Generalistes
Des petits logiciels permettant d'aider à la creation de jeu sous Gamemaker Studio 2
Voilou.
Je pourrais pas participer à la Jam, mais je suis dispo sur le Discord si y'a besoin d'aide avec GMS2.
Edit : je saurais que c'est pas du markdown sur itch.io
So I played with HONK, draw a full character for it and I have to say it's a really easy, clever and straight forward flow.
I guess the balance between simplicity and power can be hard to find when thinking about new features, easier to use than software like VR Studio or Live2D, but not stripe down enough features-wise to be useless.
So here are some ideas :
and that's all :D
I second this. I would go for APNG instead GIF or WEBP/M :
But not sure that Unity handle this format natively. Instead it could be easier to just import a bunch of frames for each image, as a sequence animation.
Hello,
1. Do you think it is pertinent to allow different Tint Power for Hightlight and Shadows ?
2. I think it would be easy to be also able to input directly some values for each slider in order to keep track of changes without to have to export the json files when one is just testing/tweaking parameters to try their effects on the palette.
Anyway, your tool helps me A LOT. I suck so much at color theory, it ease so much the process, now.
Would it be possible to find a way to add Chromatic Scale ? It would break the UI because it would exceed the 5 notes per octave paradigm, though.
But well, I was trying to redo an old song I did with Bosca Ceol and I couldn't because of that. So for a software willing to take the vacant slot let by it, it's frustrating XD
What do you think ?
Hello,
I'm very interested by your asset but as usual when I find a Camera extension I have to ask one thing only :
Is it possible and easy to implement it with splitscreen (e.g multiple viewport) ?
Looking to how you have to link a camera to a view, I tend to think it's the case, but I prefer to be sure :D
Thank you.
thanks for your answer :D
Anyway, please, don't stress yourself, you clearly know what you are doing, in my opinion.
Deepdwn is already plenty useful for my usecase.
Hello,
I have several feature resquest in mind and I guess none of them are trivial to do.
Not everyone's cup of tea but it would allow to merge the preview windows with the editor itself.
I don't know what parser you use for Deepdwn, if it's one of the common one (parsedown, commonmark, etc) or if you've build your own but I wonder if it would be possible to select or install differents parser, like Ghostwriter do it.
The idea behind this feature is that a lot of Markdown editor on iOS and Mac use MultiMarkdown, a long time Apple-plateform only parser, but now available on windows.
Allowing users to install another parser would be good for compatibility **but** not for fonctionnalities as each parser have their own way to support this or that features (markdown became quite a mess XD).
Usually, it means Wordpress and Ghost API integration as Markdown Editor are mostly use for web publication and those plateform are the most popular. But, some just needs only the raw .md file to be uloaded on a server and done (that's my case because I like static CMS the most)
So in addition to those API integration, Deepdwn could have a *simple* built-in FTP client.
For now, if there's a folder containing images, those don't show up in Deepdown's explorer. It would be great is Deepdown could show images, display a preview and able to rename them.
This one is a feature taken from Ulysse and one I like a lot.
It allows to set an alternate path or Url when exporting a file. For exemple :
This feature could be also useful to export a file to another location on your HDD, using another hierarchy.
Of course it implies quite a headache for you with absolute or relative links management, auto folder creation and others things.
Absolute link for URL, and relative Path for local export, maybe. Images management have always been a pain with markdown XD
I talk about Deepdwn around me but a lot of returns I got is they would like to test the editor before buying.
I don't know what kind of business model you could go for in that case, though. A feature-strip down model won't give justice to the amazing work you did and a time constraint one implies some infrastructure to setup on your side.
Maybe something like zRythm (save and load are locked, unlocked binaries are charged) or ... open source it : free if you compile the soft yourself, paid if you want a binaries ?
I'd love to see some other format like :
And I'd add without a Pandoc installation would be better XD
But that has already been requested :D
Aaaaand that wrap it.
---
Pretty long, huh. Of course, I have no doubt you know what you are doing and I'd understand perfectly if none of those features won't make it.
The way you handle tables in the last update, thinking how will behave non-latin characters just blow me off and I was like "ok, they know what they are doing".
Keep up the good work.
Hello Your Spriteness,
I came back to you after extensively using Truestate (not Plus) and I have some question regarding the system.
1/ Why is it that when using `truestate_create_state` the function will trigger `truestate_set_default` ? On top of that `truestate_set_default`will execute the srcipt but, as I'm in the Create Event, I don't want any state's script to be executed.
There's case where it doesn't work. For exemple :
//playerSpawner Manager object inst = instance_create_layer(x,y,"layer", obj_Player) inst.PlayerID = 1 //or whatever value //Player Object - player_state_init function camera = instance_create_layer(x,y,"layer", obj_Camera) camera.viewport = PlayerID
GMS will tell me that PlayerID is not set when it will try to assign `PlayerID` to the Camera's `viewport` variable. It's because `player_state_init` is fired when `truestate_create_state` is called in the Create Event of my new created obj_Player.
But I want `player_state_init` to be fired only when I switch to the Init state.
2/Related to 1/, I think `truestate_set_default` should be split in to distinct function :
The starting state is usually not the one you want to be the default. For exemple, I would want to launch an "intro" state, like my character walking in screen, but I don't want this state to be the default one during gameplay.
So is it me who get it wrong ? is this a bug or a "flaw" in the system and how can I work around that without doing the Alarm trick ?
Thank you :D
Hello,
What an amazing tutorial. I don't get why it pop so late in my quest for "how to do normal mapping lighting" .... XD
I play a little with your example to see if I could use it with the way I'm drawing stuff onscreen and I have a question :
You use the Setup object to draw the robo with draw_self() but what if I assign my character's sprite dynamically, using draw_sprite and a Finite State Machine ? Is there a way to not have this normal bug and keep using my character's own draw-event ?
I didn't look into Truestate Plus yet, but reading your post I guess I can use it for my camera state ?
Like :
Am I right ?
Haha !
No, just because it doesn't fit my actual use case is not enough to have me asking for a refund XD
It's sure I will used it for other projects !
Just keep adding effects (basic transition, blur or stuff like that) and a little bit more control like offset, different easing option, etc :D
Challenge : what about a wraping-room system, like Defender ?