Hard to tell without a test project! One thing that’s definitely not supported is room inheritance.
YellowAfterlife
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I did try making an Android test build one of the last times I’ve gone on a vacation (either in 2017 or 2018), but:
- Performance left much to be desired on an average phone.
The game did run at 30fps, but anything that makes the game lag on low-powered laptops (like destroying walls or larger mods) was much more apparent here.
There are ways to optimize the game, but it would be hard to retain compatibility with existing mods. - The game isn’t made with touch controls in mind, so you had to use an external controller.
At the time I’ve had one of those telescopic gamepads that you insert a phone into. The analog sticks on it were really bad. I gave it away later. - Multiplayer didn’t work because you can’t “host a server” on mobile devices.
Both iOS and Android have libraries for talking to nearby devices over bluetooth/wifi, but there’s no way to use those in GameMaker yet.
The other option is to host your own servers, but that’s a lot of work and creates running costs for a freeware mod. - There is no way to make sure that you can only use the mod if you own Nuclear Throne because there is no Nuclear Throne on Android.
There’s Nuclear Throne Mobile that has touch controls and seems to be unconcerned about legality.
Depends on what that’s supposed to mean - you could change gameframe_blend, or supply your own sprites for border/caption/etc.
Should be fine - you can try doing
haxe binpack.hxml
with this little project https://github.com/GameMakerDiscord/tex-pack
gameframe_can_resize controls whether the window can be resized and maximized. The demo uses it.
Can’t tell what “fullscreen the game” is supposed to mean and what you have tried.
You can use live_function_add to add wrappers for extension functions.
Can’t really “ignore” things because then the code wouldn’t run, you know?
If you want to do text entry, you can use winwin_keyboard_get_string - no need to map every key to a character by hand.
Also, this is somewhat unrelated, but there doesn’t appear to be an option to restrict fullscreening another window with Alt+Enter.
That’s weird, GameMaker is definitely not aware of additional windows so I guess Windows applies fullscreen mode to whatever window that’s currently active? You can disable that in Game Options ➜ Windows ➜ Graphics and handle switching yourself via keyboard_check(vk_alt) && keyboard_check_pressed(vk_enter)
.
Try reproducing the color issue in an empty project and email me a copy if that works out.
The only caveat I’m currently aware of is that for some things Windows requires images to have pre-multiplied alpha (for GameMaker, that’s a checkbox in the sprite overview), but your cursor doesn’t look semi-transparent.
Would having the cursor drawn at a lower depth than the pixel filter be possible? (pixel filter is drawn on draw gui end step)
You don’t draw the cursor, the system draws the cursor. The cursor does its own thing in general - if you have multiple monitors and the system BSODs, you can still move around the cursor on the secondary monitor while the system writes the dump file.
If you’d like to try doing your own thing, I tested with Windows’ Windows, and it does look like you should be able to make a snappy “cursor” out of a shaped window if you do its message handling on a separate thread with 1ms pause or alike.
Can’t say much about colors from that description alone, but you should be generally using the V2 extension unless you’re targeting Windows+HTML5 or using an old version of GM.
As for snapping, the way things work is that Windows tells you “the mouse is now over here, you can change the cursor as appropriate”. So the mouse is already on spot by the time you get to handle the message and the user might have already witnessed it draw there with the current cursor.
That said, I have now released an update that adds a callback that executes with lowest possible delay - you can try swapping cursors for ones with different origin points or anything, though
- I don’t think you can easily “outsmart” the system in this regard
- I don’t think pixel-snapped cursor will feel good for the player