Nice vid Pope. I had to re watch it a few times to totally understand, but GUI's are no trivial matter so its understandable. Tackling a GUI and button placement tutorial is no easy feat and I am so glad you took it on. And yes, please can you shut your door next time, I was freaking out the entire video thinking the boogie monster would poke his head in and steal your awesome space ships.
Great tutorial. Helped me a lot, even though my extreme ADHD crossed with your love of saving keystrokes gave me a headache. Those abbreviated variable names were brutal for me. :'D
Honestly Thank you so much, I didn't even need the code you showed, but the thought of just putting the ui in the top left corner vy default was the push i needed
i feel with static menus this is always my approach but i have been working on a little rpg with maany dynamic gui boxes and elements and its getting tough ;-;
I kind of wish Yoyo would implement some kind of GUI editor into the engine like in Godot. Or even just make it so that you can place an object into the GUI layer that you can interact with.
That is probably one major reason why people stopped using Game maker over Godot, especially with the price tag and self help opportunities and what not... It's a bit sad but I highly suspect at the end of 2021 you have about 100 active GMS2 users out there.
I'm trying to learn so I can make a game that it seems people have started, but haven't finished. Like Mobile Carrier Tycoon. I want to have a tycoon game with a map of the US and have it where you build out your own cellular network and compete with competitors like Verizon and AT&T. So I'm just trying to figure out how to make a map in which you can build towers and place stores, and then the map will show the coverage. I was thinking of doing a tile map so demographics can be loaded into each one so it can calculate the percentage of the population covered. Of course, the higher density areas would produce more subscribers.
My advice would be to break that down into its most simple components, sort them by what builds ontop of what, and start at the bottom and solve one problem at a time. For instance, sounds like you need a map. What is that map? Is it an image? Is it built from tiles? Can the player pan around or zoom in and out? Once you've got a map, then you can start interacting with it. What does it mean to "place" a tower? How would the player do that? How would you visualize it to the player? Take things one step at a time so you don't get overwhelmed by the grand vision.
So you can "mask" things in a number of different ways. You can use surfaces, but if your button is not rectangular, you can use dynamic rendering masks. There's a yoyo tech blog on the topic: www.yoyogames.com/blog/430/dynamic-rendering-masks
Maybe? I don't use sequences for their intended purpose, but they do work as an interesting visual editor. And working with GUI elements in sequences is reportedly a bit of a pain
Ohh i see. Yesterday i tryed to set my gui at 3840x2160, i'm using 2 monitors, one Full HD and the other in 4K, how can you explain that if i run the game in the Full HD using that proportion of my gui works still great? The gui will scale lower resolution and will stretch bigger resolution for fit correctly everytime? Thank you for your answer i really appreciate that.@@PixelatedPope
Great content, like always! thx! ... How do you handle different resolutions/window sizes with regards to font sizes and spacing between text blocks? Thanks!
I consider my videos to be for more "advanced" GM users, so I don't really cover the basics in any videos. You should check out Shaun Spalding's channel for a lot of that other stuff.
@@31NF4CHZ4H73N Yeah, upon reflection, I really, really don't like room editor variables. I recommend setting all this sort of stuff in the create event of your objects
It's actually way more simple in GMS1.4 view_wview = 1920/6 view_hview = 1080 / 6 The same variables to enable views in the room start are there. And then to move the camera, you just use view_xview and view_yview instead of camera_set_view_pos.
Hello pope, can you make a video like this one but for beginners please 🙏 there isnt a good video related to this theme except yours, but for me as a beginner is to difficult, and the example project has a lot of things that you dont talk about in the video, thanks in advance 😁
Sorry, dude. That's sort of a tall order. 1. I don't really make videos anymore and 2. This is a pretty advanced topic. Beginners probably shouldn't be worrying about making their game work for any resolution, which is really why this is so complicated. If you plan for your game to be one size and one aspect ratio, this all becomes really, really easy. If you need help with the "really really easy" way (which, honestly is still kinda complicated) I'd recommend joining the GM Discord server and getting help there. discord.gg/By6u9pC
lol yeah dude it's not the same. "draw self" is an important part of the draw event, like if you assign a sprite to the object, then give it a draw event, it NEEDS draw_self or it won't show up at all. "self" just refers to the object's ID, and his thing is just to use the ID instead of "self". BTW there are a LOT of instances in programming where different things seem exactly the same, so watch out for that. (See = vs ==)
this is like one of those tiktok videos that tease you for 20 minutes without ever getting to the actual substance.
Nice vid Pope. I had to re watch it a few times to totally understand, but GUI's are no trivial matter so its understandable. Tackling a GUI and button placement tutorial is no easy feat and I am so glad you took it on.
And yes, please can you shut your door next time, I was freaking out the entire video thinking the boogie monster would poke his head in and steal your awesome space ships.
Great tutorial. Helped me a lot, even though my extreme ADHD crossed with your love of saving keystrokes gave me a headache. Those abbreviated variable names were brutal for me. :'D
Honestly Thank you so much, I didn't even need the code you showed, but the thought of just putting the ui in the top left corner vy default was the push i needed
i feel with static menus this is always my approach but i have been working on a little rpg with maany dynamic gui boxes and elements and its getting tough ;-;
My PixelatedPope UA-cam Vid senses are tingling!
A very informative vid. Thanks pope!
oh man i would wish that game maker had something like that build in like in unity... but your system is pretty awesome
I WISH I CAME ACROSS THIS TUTORIAL BEFORE SPENDING TWO FUCKING DAYS FINDING OUT HOW
Oh man, I think I finally got it! Thank you so much for this tutorial!
I kind of wish Yoyo would implement some kind of GUI editor into the engine like in Godot. Or even just make it so that you can place an object into the GUI layer that you can interact with.
That is probably one major reason why people stopped using Game maker over Godot, especially with the price tag and self help opportunities and what not... It's a bit sad but I highly suspect at the end of 2021 you have about 100 active GMS2 users out there.
@@hiiambarney4489 your prediction was a bit off
I'm trying to learn so I can make a game that it seems people have started, but haven't finished. Like Mobile Carrier Tycoon. I want to have a tycoon game with a map of the US and have it where you build out your own cellular network and compete with competitors like Verizon and AT&T. So I'm just trying to figure out how to make a map in which you can build towers and place stores, and then the map will show the coverage. I was thinking of doing a tile map so demographics can be loaded into each one so it can calculate the percentage of the population covered. Of course, the higher density areas would produce more subscribers.
My advice would be to break that down into its most simple components, sort them by what builds ontop of what, and start at the bottom and solve one problem at a time.
For instance, sounds like you need a map. What is that map? Is it an image? Is it built from tiles? Can the player pan around or zoom in and out?
Once you've got a map, then you can start interacting with it. What does it mean to "place" a tower? How would the player do that? How would you visualize it to the player?
Take things one step at a time so you don't get overwhelmed by the grand vision.
I seen this video so many times now and I’m still trying to get it but that’s okay. This is my life, I’m a game developer now.
those fingerless gloves are insane
I've got a much better keyboard/mouse wrist rest / pad thing now. But those gloves were a quick solution
@@PixelatedPope haha they looked crazy - thx for the vids, been sifting for the good stuff
Thanks for the video . How would you do a scrolling texture in a button, like what you see in Kirby games? The animation is quite smooth.
So you can "mask" things in a number of different ways. You can use surfaces, but if your button is not rectangular, you can use dynamic rendering masks. There's a yoyo tech blog on the topic: www.yoyogames.com/blog/430/dynamic-rendering-masks
We need more content! 🙏🏻Hope you are doing well.
Workin' on it!
PixelatedPope
Good to hear! 🙏🏻 thank you for the reply!
@@PixelatedPope you are really boring
Hello Pope thank you for this video, is there any chance that sequences make our life simpler instead doing the stuff in this video?
Thank you!!!
Maybe? I don't use sequences for their intended purpose, but they do work as an interesting visual editor. And working with GUI elements in sequences is reportedly a bit of a pain
Ohh i see.
Yesterday i tryed to set my gui at 3840x2160, i'm using 2 monitors, one Full HD and the other in 4K, how can you explain that if i run the game in the Full HD using that proportion of my gui works still great?
The gui will scale lower resolution and will stretch bigger resolution for fit correctly everytime?
Thank you for your answer i really appreciate that.@@PixelatedPope
Great content, like always! thx! ... How do you handle different resolutions/window sizes with regards to font sizes and spacing between text blocks? Thanks!
What video would you recommend from your collection to learn Gmaker code basics like functions and loops arrays...?
I consider my videos to be for more "advanced" GM users, so I don't really cover the basics in any videos. You should check out Shaun Spalding's channel for a lot of that other stuff.
@@PixelatedPope thanks for the quick reply!
Thanks! Great video
where is "script" defined? it is undefined and suddenly it is defines as "set_aspect" where does this happen in your code?!
it is getting defined in the room editor -> Variable definitions
@@31NF4CHZ4H73N Yeah, upon reflection, I really, really don't like room editor variables. I recommend setting all this sort of stuff in the create event of your objects
Thank you for this!
Thanks dude. U are my hero….
I shouldn't be taken as gospel... but you're a Pope, though.
That was the joke lol.
Is there a way to make this work in GM 1.4?
It's actually way more simple in GMS1.4
view_wview = 1920/6
view_hview = 1080 / 6
The same variables to enable views in the room start are there.
And then to move the camera, you just use view_xview and view_yview instead of camera_set_view_pos.
What a coincidence, I just so happen to be nearing exploring this part of game development. xD
Added to watch later. ^_^
Genius, the best video on the subject. Thank you!
dude you are a god
Hello pope, can you make a video like this one but for beginners please 🙏 there isnt a good video related to this theme except yours, but for me as a beginner is to difficult, and the example project has a lot of things that you dont talk about in the video, thanks in advance 😁
Sorry, dude. That's sort of a tall order. 1. I don't really make videos anymore and 2. This is a pretty advanced topic. Beginners probably shouldn't be worrying about making their game work for any resolution, which is really why this is so complicated. If you plan for your game to be one size and one aspect ratio, this all becomes really, really easy. If you need help with the "really really easy" way (which, honestly is still kinda complicated) I'd recommend joining the GM Discord server and getting help there. discord.gg/By6u9pC
Wasn´t draw_self() forbbinden in the 10 (15) commandments?... btw thanks a lot!, very insightful stuff as always :P
Using the "self" keyword was, but not draw_self, which is for something else entirely (and useful!).
lol yeah dude it's not the same. "draw self" is an important part of the draw event, like if you assign a sprite to the object, then give it a draw event, it NEEDS draw_self or it won't show up at all.
"self" just refers to the object's ID, and his thing is just to use the ID instead of "self".
BTW there are a LOT of instances in programming where different things seem exactly the same, so watch out for that. (See = vs ==)
volume up, please~
Will Do!
:popebless:
Nice!