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Gamedev Lounge 0010
#76
You can only code dll's using GML. Game Maker doesn't use C++ anywhere.
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#77
You can create DLLs for use with GameMaker in practically any language that is suited for the creation of DLLs.
DLLs are not a GM thing. Many programs use these "dynamically linked libraries". DLLs need not to be written in the same language as the program using them.
Creating DLLs in GML to enhance GML is rather pointless if even possible. GMs DLL support is intended for enhancing the thing beyond GML possibilities.
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#78
(05-03-2012, 02:10 PM)Previous Wrote: GMs DLL support is intended for enhancing the thing beyond GML possibilities.
quite so.
i need to move away from GM at some point, but its simplicity and advanced functionality make it so... appealing.
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#79
Well iirc Konjak used MMF2 to make Noitu Love 2

Noitu Love 2 is on Steam

GM is pretty close to MMF2 iirc

Does that mean Steam will accept GameMaker games? At that point I think a lot of people won't even bother moving away from GM...
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#80
I know DLL's don't belong to GM. But can't we write DLL's in GM language?
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#81
Uhm no you can't. As stated, it would be ridiculously pointless. GameMaker supports DLL in order to enhance GML. You cannot enhance the functionality of something with the same crippled functionality.
It would be like using a USB-AC-Adapter for your Notebook which you plug into your Notebook to power it with its own power. Nothing to gain.
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#82
(05-03-2012, 09:49 PM)Sengi~ Wrote: Well iirc Konjak used MMF2 to make Noitu Love 2

Noitu Love 2 is on Steam

GM is pretty close to MMF2 iirc

Does that mean Steam will accept GameMaker games? At that point I think a lot of people won't even bother moving away from GM...

I believe Steam already do. I looked on their website. They even accept flash games if they're self-contained.

I still don't use GameMaker, though. I prefer to feel in control of what I'm doing, rather than taking through a simplified interface, even if the result is, in all important aspects, the same.
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#83
Hi,

(05-03-2012, 12:27 PM)BlueBlur97 Wrote: Thanks guys. I was asking you this because I was wondering which language would be most suitable for a fan game I'm planning to make.
Please ignore my post if it's irrelevant, but I saw your questions about C++ or Java.

I'm a C coder and I don't know C++, but still, if you don't have any experience in programming (not even speaking about game programming), you might run straight into a wall. You won't master C++ in just a few weeks, it'll take years before you can handle and manage the concepts needed to create a game.

To make it clear, in C(++), nothing is simple. There are no controls on anything whatsoever which makes it a very powerful tool, but which can also give a hard time to beginners.

Even if you use some powerful libraries for the display, you'll still have to organise your part of the code (ie the game management), and only experience and practice will teach you the way. (Sorry if this sounds a bit "cliché").

I don't know about Java, I never used it.

I encourage you to start programming though! Smile

Clément. (Still not an english speaker, please excuse my mistakes).
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#84
Thanks for the info Joe78. But yes, I do program. I program using BlitzBasic. I just wanted to get used to the more popular languages out there.
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#85
(05-06-2012, 06:30 AM)joe78 Wrote: To make it clear, in C(++), nothing is simple. There are no controls on anything whatsoever which makes it a very powerful tool, but which can also give a hard time to beginners.

May I also point out that C and C++ are quite significantly faster than a lot of languages, particularly Java. C and C++ compile code directly to the required machine code, meaning two things: Firstly, to run it, the machine just has to run the code, no strings attached. Secondly, it means that it will only work on one type of machine (this sort of thing is why you get different versions of programs for different OS's, for example).
In Java, it compiles to virtual machine code, and then the machine holds a version of Java's virtual console. This means that it will work on pretty much any machine that has Java's virtual machine on it, but that it has to run via a proxy at run time, not compile time, making it, in general, a slower language than C or C++.

Just thought I'd add that.
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#86
Thanks guys. I'm going to start with Java then.
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#87
Java is a good place to start, as is C#. I'm developing my game project in C#, as it happens. They are very similar languages, and C# has a fair amount of libraries to choose from, too.
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#88
What is your game project, Hoeloe?
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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#89
There's a thread about it.
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#90
What if I'm the "just a spriter guy"? What if I've made all necessary sprites (animations, tilesets, backgrounds, HUDs) etc. It's not guaranteed that they will be put to use so you guys would recommend me to pickup some sort of programming to be able to learn how to develop games myself. But is it possible to be the "just graphics guy"? Is the programmer supposed to pick up the graphics guy or is it the graphics guy who is supposed to pick up the programmer?

I have no problem with being the artist behind the programmer or the idea guy if they know what they want from me and keep telling me what to do, I'm fine with that. But want if I want to make the game I want?

If I'm gonna start learning game programming with 0% knowledge, where do I start and what programs should I get?
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