I needed this video a few months ago... I could not believe that I have to draw windows by myself from the scratch, but other bloggers kept telling me that...
gamemaker recently added the imgui system for the debug now since 2023.7 and 2023.8 and that is nice! thought, i still haven't figured how to use the db_slider() feature since there is not a single example of where to use it XD
There is a lot of... uncool decisions with the debug stuff (like you have to show the entire debug menu to use them.. anyway here is an example /// Create event value = 5; dbg_slider(ref_create(self, "value"), 0, 10, "My Value"); // draw gui event draw_text(10, 50, $"My Slider Value: {value}"); As you can see, when you move the slider between 0 and 10 it will update that value.
@@GameMakerCasts but i need a lot of help like your library is good but like some documentationplease or just i dont help me set up how to take text from user and change colors on buttons
Ok, I touched it by myself. Very nice staff! But what if I want to customize it? Is there anything in original ImGuiGML? I could not find any documentation, just ugly spaghetti-style readme inside.
I don't know what I did wrong, but ONE slider loads my processor like I'm running a full-fledged game with a lot of graphics, it doesn't seem to be optimized to work in GameMaker. For comparison, the Substance Designer interface in idle consumes ~1%, one slider created in GM 7-8%, ImGuiGML test project 20%. Run a test project before trying to integrate it into your project to decide if it's right for you.
There is a new version of the underlaying library, it is currently Windows only; check out nommiiin.itch.io/imgui-gm/devlog/493823/imgui-gm-v1010 I still have to look at it, but it looks promising
Oh my god. Why did I find this video after all that stupidity I’d gone through?! Thank you!!
I needed this video a few months ago... I could not believe that I have to draw windows by myself from the scratch, but other bloggers kept telling me that...
gamemaker recently added the imgui system for the debug now since 2023.7 and 2023.8 and that is nice! thought, i still haven't figured how to use the db_slider() feature since there is not a single example of where to use it XD
There is a lot of... uncool decisions with the debug stuff (like you have to show the entire debug menu to use them.. anyway here is an example
/// Create event
value = 5;
dbg_slider(ref_create(self, "value"), 0, 10, "My Value");
// draw gui event
draw_text(10, 50, $"My Slider Value: {value}");
As you can see, when you move the slider between 0 and 10 it will update that value.
Dude this is epic .... short and helpful😀😀
Glad you liked it!
@@GameMakerCasts but i need a lot of help like your library is good but like some documentationplease or just i dont help me set up how to take text from user and change colors on buttons
Hello, can I instantiate the GUI props in the world instead of on the GUI screen?
Ok, I touched it by myself. Very nice staff! But what if I want to customize it? Is there anything in original ImGuiGML? I could not find any documentation, just ugly spaghetti-style readme inside.
the intro tho
I don't know what I did wrong, but ONE slider loads my processor like I'm running a full-fledged game with a lot of graphics, it doesn't seem to be optimized to work in GameMaker.
For comparison, the Substance Designer interface in idle consumes ~1%, one slider created in GM 7-8%, ImGuiGML test project 20%.
Run a test project before trying to integrate it into your project to decide if it's right for you.
There is a new version of the underlaying library, it is currently Windows only; check out nommiiin.itch.io/imgui-gm/devlog/493823/imgui-gm-v1010 I still have to look at it, but it looks promising
oof, too bad this isnt for gms1. any chance it might come to gms1 sometime?
documentation please please ......... like how to add colors to windows and buttons a bit more customization fust a fex examples man please