It's nopt a bug. Above the icons missing labels, there is a ">" in a circle. Click that and...voilà ^^ They did that because when you are coding, you want to collapse the tabs to have more space to code.
Oh, also, when you are on a function parameter, try hitting the CTRL key. A widget to change the value will appear, useful to select a color or tweak a position etc.
4:26 For the FILES issue - if you click on the > at the very top of the file list, it will open up the sidebar to show names. (Edit: Just saw levionan noticed that 2h ago in their comment below...)
I started using MicroStudio after your first video covering it. I The best thing about it is how much better it keeps getting all the time. Each month there is a pile of new updates with features and bug fixes. Very active development.
I also love terrible pixelated fonts, but it was the arbitrary cartridge size limitation that kept me from going too deep into Pico8. Microstudio looks really cool.
I just discovered microStudio through one of your videos, and it's really cool to see how much this project is still growing in both popularity and features. It really is a great tool and my first choice now for new projects and experiments. Keep spreading it to all game makers!
I really like this engine. It combines ease of use with just the right set of dedicated tools. Similar type of engine as DragonRuby - a sandbox with exactly the things you need to build a game.
MicroStudio is an amazing platform. I started using it after your first video came out. I learn a lot about game development and programming in general. The community is awsome always glad to help when they can. I am happy to be a part of it.
I enjoy these types of game engines. It takes me back to the Nintendo days. BTW, I have been seeing lots of Pico-8, Tic-80 and now this! Thus, I guess something is trying to tell me that I should make my next game in one of these.
I can't imagine this would be significantly better than in-browser for whoever has an issue with that, as almost certainly this is being distributed as an electron app, which essentially bundles an entire browser inside. It is handier to launch though
Tried it out, and on one hand I think it's excellently made. I'm rather pleased with it overall. The offline version is still rather behind, but I presume that will change. As of now you can't connect it to the online account, and you can't access other people's games from within it (you have to download them and import). MicroScript has some neat features (keywords "after", "every", etc), though they aren't documented yet, unfortunately (found them on the forums). But on the other hand it has a few annoying design decisions: 1- the Y axis goes upward. I don't think it's much of a big deal, just that it's one of those tripwires for anyone porting complex code to and from it. 2- position (0, 0) is at the center of the screen, not the corner. I haven't worked with it enough yet, but I'm thinking this might unnecessarily make it a tad confusing. Or at the very least, I think these things are completely unnecessary. I don't see a good reason why there are still engines that do them. Pyglet also had Y up, and in that case I instantly tuned out. I presume the purpose is to make it easier for beginners, but it can't possibly be, because the conventional ways aren't any harder to start with, and this only creates the need for beginners to unlearn it once they expand to another engine (and since they'll eventually have to unlearn it, then what's even the point). So it only ever increases brain effort, instead of reducing. Including for veterans coming in, as they'll also have to adjust their thinking. So it only makes it a little harder for everyone, not easier.
Is Y up or not is really fundamentally in how you are wired. My natural way of thinking is because I got started on coordinates on old 8bit micros with 0,0 being top left corner of the screen. This was years before I took any advanced level math courses. Now had I come at it from a math background, the positive coordinates are the top right quadrant, so Y is in fact up.
@@gamefromscratch well, technically most people (including me) come from a math background first, as we learn math and Y-up in school before we ever delve into any programming. But then 99% of programming revolves around Y-down, and it's really no big deal at all to just invert the thinking. And so the issue with Y-up engines isn't even that you have to invert the thinking, it's just that it's unnecessary and a potential tripwire. And in MicroStudio it's also inconsistent with the Image drawing API, which uses Y-down.
@@gamefromscratch after playing with MicroStudio a bit more I found I can easily work around both of those "issues" by drawing to an image, and then drawing the image to the screen. The image uses y-down and (0,0) is the top-left. I don't know what the performance impact may be, though. I usually test engines with a game of life, and a simple 330x200 game of life (1 cell = 1 pixel) runs quite slow (~10fps on my end), but I'm taking into account that, for now, the whole engine, including microScript, is implemented in JS and CS, so I'm even surprised that runs at all. But this will likely change in the future: Gilles mentioned in a forum article that he's thinking of re-writing microScript in C or Nim, so optimizations are on the roadmap.
I don't know if you could when you made the video, but you can add javascript files to a microscript project by adding "// javascript" to the top of the file :D Also, there isn't a platform-specific export, it's just recommending some places you can upload HTML5 zip files
You have to start small and learn the basics and since you're young I would really suggest learning how to code the choice of engine doesn't really matter what does is what type of game you would like to make
Yoyo Game Maker also is a good start. It's a matured 2d engine that have both visual and scripting capabilities. There is also a learning / free version.
Godot, it will also teach you composition and if you take the time to browse nodes, you'll see it comes packed with a lot of feature. MicrosStudio is nice to use a code first engine as you can understand how other engines do their magic by trying to implement it yourself first! Also, there is some charm to be able to create a whole game in one piece (I know, a bit weird).
I adore game engines that don't need Visual Studio installed to compile your code. I just wish it had Nintendo Switch export, then it would be viable for me.
@@MetalSonicReject Currently HTML5 and the big 3 desktop OS's (Windows, Mac, Linux) with "More export options coming". I'm sure that means mobile platforms like Android, rather than working with the proprietary Nintendo SDK. Godot wasn't able to do it due to being open source, and since Microstudio is also open source, I'm sure it's the same story.
It looks cool enough, but I wish they made a flatpak or appimage version instead of a .deb. I have no problems because I use ubuntu but I know others that don't like Debian based distros
micro script looked pretty straightforward, though I'd rather use something with { } . I actually wonder how much better or worse would be using Javscript.
I agree. I love browser based engines. In that way, I don't have to bring my flash drive nor computer with me. I could also make my games n the library where their computers are 4 times better than mine.
I'm on a 14 year old computer, so my experience with them is that they always run slow af. The browser on its own eats half my memory. Also I don't log into anything on public computers. Last time I checked my email on a library, I had several breach attempts on it in the following two months.
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It's nopt a bug. Above the icons missing labels, there is a ">" in a circle. Click that and...voilà ^^
They did that because when you are coding, you want to collapse the tabs to have more space to code.
Oh, also, when you are on a function parameter, try hitting the CTRL key. A widget to change the value will appear, useful to select a color or tweak a position etc.
4:26 For the FILES issue - if you click on the > at the very top of the file list, it will open up the sidebar to show names. (Edit: Just saw levionan noticed that 2h ago in their comment below...)
can you do networked multiplayer games or just local?
Saw on their forums, no networking right now, expected to be added in 2022.
I started using MicroStudio after your first video covering it. I The best thing about it is how much better it keeps getting all the time. Each month there is a pile of new updates with features and bug fixes. Very active development.
This looks a lot like a fantasy console, but without the limitations and the terrible pixelated fonts. I like it.
I love terrible pixelated fonts.
I also love terrible pixelated fonts, but it was the arbitrary cartridge size limitation that kept me from going too deep into Pico8. Microstudio looks really cool.
I just discovered microStudio through one of your videos, and it's really cool to see how much this project is still growing in both popularity and features. It really is a great tool and my first choice now for new projects and experiments. Keep spreading it to all game makers!
I really like this engine. It combines ease of use with just the right set of dedicated tools. Similar type of engine as DragonRuby - a sandbox with exactly the things you need to build a game.
MicroStudio is an amazing platform. I started using it after your first video came out. I learn a lot about game development and programming in general. The community is awsome always glad to help when they can. I am happy to be a part of it.
I enjoy these types of game engines. It takes me back to the Nintendo days. BTW, I have been seeing lots of Pico-8, Tic-80 and now this! Thus, I guess something is trying to tell me that I should make my next game in one of these.
they're super fun to use
@@microdavid7098agreed
I can't imagine this would be significantly better than in-browser for whoever has an issue with that, as almost certainly this is being distributed as an electron app, which essentially bundles an entire browser inside.
It is handier to launch though
Tried it out, and on one hand I think it's excellently made. I'm rather pleased with it overall. The offline version is still rather behind, but I presume that will change. As of now you can't connect it to the online account, and you can't access other people's games from within it (you have to download them and import). MicroScript has some neat features (keywords "after", "every", etc), though they aren't documented yet, unfortunately (found them on the forums).
But on the other hand it has a few annoying design decisions:
1- the Y axis goes upward. I don't think it's much of a big deal, just that it's one of those tripwires for anyone porting complex code to and from it.
2- position (0, 0) is at the center of the screen, not the corner. I haven't worked with it enough yet, but I'm thinking this might unnecessarily make it a tad confusing.
Or at the very least, I think these things are completely unnecessary. I don't see a good reason why there are still engines that do them. Pyglet also had Y up, and in that case I instantly tuned out.
I presume the purpose is to make it easier for beginners, but it can't possibly be, because the conventional ways aren't any harder to start with, and this only creates the need for beginners to unlearn it once they expand to another engine (and since they'll eventually have to unlearn it, then what's even the point). So it only ever increases brain effort, instead of reducing. Including for veterans coming in, as they'll also have to adjust their thinking. So it only makes it a little harder for everyone, not easier.
Is Y up or not is really fundamentally in how you are wired.
My natural way of thinking is because I got started on coordinates on old 8bit micros with 0,0 being top left corner of the screen. This was years before I took any advanced level math courses.
Now had I come at it from a math background, the positive coordinates are the top right quadrant, so Y is in fact up.
@@gamefromscratch well, technically most people (including me) come from a math background first, as we learn math and Y-up in school before we ever delve into any programming. But then 99% of programming revolves around Y-down, and it's really no big deal at all to just invert the thinking. And so the issue with Y-up engines isn't even that you have to invert the thinking, it's just that it's unnecessary and a potential tripwire.
And in MicroStudio it's also inconsistent with the Image drawing API, which uses Y-down.
@@gamefromscratch after playing with MicroStudio a bit more I found I can easily work around both of those "issues" by drawing to an image, and then drawing the image to the screen. The image uses y-down and (0,0) is the top-left.
I don't know what the performance impact may be, though. I usually test engines with a game of life, and a simple 330x200 game of life (1 cell = 1 pixel) runs quite slow (~10fps on my end), but I'm taking into account that, for now, the whole engine, including microScript, is implemented in JS and CS, so I'm even surprised that runs at all. But this will likely change in the future: Gilles mentioned in a forum article that he's thinking of re-writing microScript in C or Nim, so optimizations are on the roadmap.
4:46 There appears to be a right caret icon above the file icon list which might expand it? Just wondering.
Yes, it does just that :)
Exactly!
I think you have click the right arrow icon at top to get bigger script icon and text
That's what I was thinking @4:46
Yes it is :)
This is the perils of hitting 'record' without doing the homework first.
the number of files in that zip O.o it's cool that they made it standalone. reminds me of codea on the ipad.
Wow this looks great. I have been teaching my 9 year old nephew Python, but I think this might be a better tool to start with.
Whoa, Python support? Definitely gonna have to check this one out!
Gonna try this, I create tuts for engines, so maybe this one will be my next series.
Do more unity !! You got a sub
I don't know if you could when you made the video, but you can add javascript files to a microscript project by adding "// javascript" to the top of the file :D Also, there isn't a platform-specific export, it's just recommending some places you can upload HTML5 zip files
Script file list is not a bug at the top there is arrow to expand it
this does look pretty awesome
The collapsed file list is not a bug, click the arrow at the top to expand it.
@Mike, 4:45 scroll your mouse just a little bit up and hit the chevron in the white circle :rofl:
Hey man huge fan I'm 12 and trying to learn gamedev what software do you recommend and by the way I have 0 coding experience
You have to start small and learn the basics and since you're young I would really suggest learning how to code the choice of engine doesn't really matter what does is what type of game you would like to make
This engine is a solid starting spot. Microsoft MakeCode is another great beginner option (and I've done a tutorial to get you started.)
Yoyo Game Maker also is a good start. It's a matured 2d engine that have both visual and scripting capabilities. There is also a learning / free version.
Godot, it will also teach you composition and if you take the time to browse nodes, you'll see it comes packed with a lot of feature.
MicrosStudio is nice to use a code first engine as you can understand how other engines do their magic by trying to implement it yourself first!
Also, there is some charm to be able to create a whole game in one piece (I know, a bit weird).
Thanks
microStudio looks cute. The number of options keeps increasing.
vcheers thks for sharing this FREE
small question, have you reviewed pulp? A game engine for the playdate console. I'd like to know your thoughts
Nope, sorry.
any more tutorials on Micro Studio would be great... Write it in Python and Luna
and follow Mouse. Would be a big Help...
Funny thing is, you are still using the website, just wrapped in an application
On browser engines take more memory because of it being in a browser and doesn't reflect the real experience the end user wil have.
Is this a brand new engine? I mean is it original? They have everything a new dev would need
No C# option? Sadge.
Is there some app like bfxr, but to make sounds like Sega Genesis level of fidelity? (16 bits, I guess?)
FL Studio or for free lmms Studio + Free VST dexed or ym2612 or vopm
I adore game engines that don't need Visual Studio installed to compile your code. I just wish it had Nintendo Switch export, then it would be viable for me.
What platforms does MicroStudio support?
@@MetalSonicReject Currently HTML5 and the big 3 desktop OS's (Windows, Mac, Linux) with "More export options coming". I'm sure that means mobile platforms like Android, rather than working with the proprietary Nintendo SDK. Godot wasn't able to do it due to being open source, and since Microstudio is also open source, I'm sure it's the same story.
It looks cool enough, but I wish they made a flatpak or appimage version instead of a .deb. I have no problems because I use ubuntu but I know others that don't like Debian based distros
If it had visual scripting...
micro script looked pretty straightforward, though I'd rather use something with { } . I actually wonder how much better or worse would be using Javscript.
I don't understand, why you might dislike browser games and soft.
I agree. I love browser based engines. In that way, I don't have to bring my flash drive nor computer with me. I could also make my games n the library where their computers are 4 times better than mine.
I'm on a 14 year old computer, so my experience with them is that they always run slow af. The browser on its own eats half my memory.
Also I don't log into anything on public computers. Last time I checked my email on a library, I had several breach attempts on it in the following two months.
@@skaruts i am sorry, that your situation is like it. I was in similar situation myself.
Does Godot online run OK for you?
@@rewindcat7927 No.
Nice I will give it i try then, yes browser apps suck-ass, one day you lose access and your work is gone.
°o °