It's things like this that are (part of) the reason I stopped using Game Maker and started making my own devkit. I was messing around with some of the grabbable blocks and found out you could build a bridge with them, even the ball.
Category Artwork (Digital) / Scenery
Species Squirrel
Size 652 x 528px
File Size 44.1 kB
Doesn't the YYC deactivate them? It's way too expensive for now necessary it really should be, though...
Personally I don't use any of GM's built-in stuff. I make my own movement and collision detection systems, because I really prefer to have full control over where and how those pieces of code are executed.
Though you don't necessarily need to use a workaround to their collision system. It looks like the pickup items were able to intersect each other somehow, so maybe there's somewhere in the code for putting down picked up items where you can force move them out of collision or not allow players to put stuff down in a place where it's intersecting.
Personally, though, I just think GM is too limited in a lot of ways to be worth spending so much time with it anymore. It doesn't do HD games very well, it's absolutely awful at allowing multiple resolutions unless it's totally fine to have your view vastly expanded for players depending on their screen size (or you're fine with foregoing fullscreen completely), and there's really no way to zoom in or out at all. I've played enough commercial games made in GM to know that it doesn't handle lots of stuff going on at once the way other engines seem to be able to. Risk of Rain is an awesome game, but something running at such a tiny resolution with such small sprites should NOT lag nearly as much as that game does, and I'm pretty sure that has a lot more to do with GM itself than the developers making unoptimized code.
Personally I don't use any of GM's built-in stuff. I make my own movement and collision detection systems, because I really prefer to have full control over where and how those pieces of code are executed.
Though you don't necessarily need to use a workaround to their collision system. It looks like the pickup items were able to intersect each other somehow, so maybe there's somewhere in the code for putting down picked up items where you can force move them out of collision or not allow players to put stuff down in a place where it's intersecting.
Personally, though, I just think GM is too limited in a lot of ways to be worth spending so much time with it anymore. It doesn't do HD games very well, it's absolutely awful at allowing multiple resolutions unless it's totally fine to have your view vastly expanded for players depending on their screen size (or you're fine with foregoing fullscreen completely), and there's really no way to zoom in or out at all. I've played enough commercial games made in GM to know that it doesn't handle lots of stuff going on at once the way other engines seem to be able to. Risk of Rain is an awesome game, but something running at such a tiny resolution with such small sprites should NOT lag nearly as much as that game does, and I'm pretty sure that has a lot more to do with GM itself than the developers making unoptimized code.
Pixel-based collision checking and storing every numeric value as a double adds to it. The problem with writing your own code is that the existing GM mechanics still exist, is what I meant to say. You can't redefine or delete them, just work alongside them as they leech valuable cycles from your processor. It seems small, but trust me, it adds up.
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