For now, our focus is on 2D, we want to be the best 2D platform for games. We have been continually updating HTML5 if you have found a bug please file the issue and we will fix it. However, I wanted to pick out a few to discuss. Firstly, I would suggest everyone uses the contact us form to properly submit any and all feature requests, this way they get reviewed properly. A lot of questions were feature requests. In addition to the 2.3.2 release, YoYo held a Q&A session, answering several questions about GameMaker’s future.ġ. This announcement is especially interesting as it’s the first release since Opera purchased YoYo Games earlier in the year. From here I just went hog wild.GameMaker have just released beta version 2.3.2 which adds PS5 and XBox Series X support to the popular commercial 2D game engine. Making it do silly flips in mid-air? Same thing. Adding new cars would no longer require organizing sprites, it was just a simple mesh swap! I could move the wheels independently from the car's body! And. The track would still stay mostly billboard-based, but I could now do whatever I wanted with the cars! I could make their already existent actions look more intense. The limitations from sprites were now gone. That's when the cars changed to real-time 3D models. As for the rim light, that's achieved by using the camera's coordinates instead of the light source’s. This allows me to have full control of what colors the model has for shaded and highlighted areas, rather than leaving it to the lighting. almost exclusively just a bunch of squares.įor the shading itself, it uses a color ramp like many cel-shading methods… but instead of affecting the colors directly, it shifts the model’s UVs to other areas of the texture that contain the same layout in different colors. It's based on the techniques used by Arc System Works for their recent fighting games, focused on flat colors with clean, sharp lines, rather than intricate patterns, by having the UVs arranged in a somewhat unconventional way in a texture that's. and I figured how to implement the type of cel-shading I was using for the car pre-renders. I started to mess with shaders for fun, specifically lighting. Focus on the boost-based gameplay for all of them fasts. So I kept things a bit modest with what the car could do, while making it look over the top enough to be enjoyable. I could import models, but at the time they'd lack that cel-shaded look, something I considered important to the game's visual flair. Keep your scope in check, kids! Also I couldn't move the camera around too much or it'd break the illusion from the billboarded sprites (that one still somewhat applies today). you can see how unmanageable that'd potentially become. Sure, pre-renders would make the process easier than actually drawing them, but I intended to add extra cars over time, and. If I wanted the car to jump, I'd have to get sprites for that. While I COULD have verticality before, I was somewhat limited by the fact I'd have to make sprites for every action and manage them accordingly. So things would stay like this for a bit. At this point the only 3D model was the skybox, as it was easier to rotate that than to set up some scrolling for the sky. No fancy shaders (except the one for palette swaps by PixellatedPope) or anything. all sprites moved about using matrix transformations and used as billboards. All those basic top-down racers people do as they're getting into gamedev? It’s that but with a fancier camera projection.īackground elements, cars, effects. And in many ways it's still as crude now as it was back then. Add some crude collisions based on those of a top-down game, and. Shortly after I realised I could also apply matrix transformations to sprites for some billboarding (see the sprite dude above). I got into this rabbit hole through DragoniteSpam's videos on how to set up a 3D environment by setting up a perspective camera, learning about vertex buffers (how 3D models are stored for use, basically) and apply matrix transformations to them so we can put them in the game world. How true is this mindset? Well, keep reading! GETTING STARTED WITH 3D I knew it could be done, but figured it would be either crude-looking or a complete pain in the donkey to set up. What's that? GameMaker can't do 3D?! Yeah, I also had the "GameMaker no do them 3Ds" mindset. It's also fully 3D and was made in GameMaker Studio 2! Hey there! I'm Fábio Fontes and I’m making cars do funky stuff in Buck Up And Drive!, a procedurally generated endless driving game with all the speeds and none of the common sense.
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