Multi's Rayman engine

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Shrooblord
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Re: Multi's Rayman engine

Post by Shrooblord »

It was made in Game Maker right? I know exactly what the problem is - I had to deal with it myself. It's got to do with Game Maker being shit at scaling up graphics unless it's multiples of 2. If Multimagyar has, for example, a 5:4 screen and has adjusted his Game Maker project to fit to that screensize, and you have a 16:9 screen, it will fuck up the graphics if set to 'scale to fullscreen'. It's one more of those reasons why Game Maker, in the end, while a really good stepping stone to get to know program, is really, properly shitty.
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Re: Multi's Rayman engine

Post by Snagglebee »

Also, I think it would be better to just keep the aspect as how it is without stretching.
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Re: Multi's Rayman engine

Post by Shrooblord »

That, and GM just can't handle dat screenswag.

So a tip for you, Multi - if what I said is true, and you're allowing the game to scale up to any screensize, don't, and instead either
1) have it display black borders around the edges (lame but, hey, if there is no other way...)
2) scale the View Size in the Room up according to the user's screen size. This can be done easily with a few simple functions I'll be happy to illustrate if you need help.

Just a (the?) ti-hip!
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Re: Multi's Rayman engine

Post by raymanfan25 »

Amazing Project Multimagiar :D Keep it up the great work :winkgrin:
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Re: Multi's Rayman engine

Post by Multimagyar »

Thank you for report I do have a wide screen actually and I did notice the bug by now mostly I used a window screen since I implemented it. What exactly happens is not actually the problem with the stretching Game Maker Studio has a new built in function which allow you to edit the the size of the application surface which normally is the size of the view. But I though I go with a somewhat fancier looking to upgrade a bit the engine so I made it to the actual size of the screen or in window mode the size of the window which still has some bug because sometimes it's only apply when you restart the game, or you enter a level.
Thank you for your tip Shroodblord, I do know about the functions I work with GM since a while, no offense I do like people giving me advises and there is no but in the end. I'll look into it and also send a bug report about this to Yoyo since it is somewhat of a bug. Those lines not suppose to appear according to the description of the function. Unless I want to recode the actual background mechanism, they'll have to fix it. If I would do recode the function then the entire project would be ported to C++ btw but I would rather not. So I'll see what I can do. And yes Game Maker IS an interesting way to learn programming.

Good to know that Raymanni.

Thank you Raymanfan25, But please do call me Multi or Multimagyar preferably Multi. Magyar is the country's name I live in so the y should not be I thank you :)
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Re: Multi's Rayman engine

Post by Shrooblord »

Magyar is Hungary, right?

It's my past experience with the same bug that led me to that advice. What worked for me is one of the two things I detailed earlier. But as soon as GM starts to scale things in a non-multiples-of-two fashion, it all goes belly up.
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Re: Multi's Rayman engine

Post by Multimagyar »

Yes Magyar is Hungary.

Again thank you for the advice even though it is true that GM can create the problem upon circumstances like non multiples of two, It is a problem that can appear or disappear with specific video card or with different monitor. What I think exactly the problem behind it is actually a miss calculation of GM that allows those lines to appear I'll see if I can do something about them. I won't promise anything, but the ability to disable the application surface resizing in the options menu. Fair warning it will change the rendering that means for example on the world map Rayman won't be rendered in normally. It will most probably going to look like this:
Image
I'll see what else can I do about those lines besides make Unfair differences between monitors. Although for my other project I already have a script to get the monitor x:y ratio in this case. But as I said the size of the monitor should not benefit or give a disadvantage to people that using different monitors, Yes I know it would be a really small difference but imagine Terraria without light sources or Starbound. You actually can make the both of them pixel perfect or even better if you remove the light, then you would be able to spot resources with a TV monitor that for example someone with an old 1280x1024 would not be able to. And you sometimes do spot them because there are underground light sources far away from you. But if there's really no other choice I'll might consider it.
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Re: Multi's Rayman engine

Post by Shrooblord »

I realise what increasing View Size would do in-game for people with larger monitors and I wasn't happy suggesting it as an option, mainly because it would grant advantages (larger screen size means more visibility of the level in front of you). It's a bit of a pickle of what you want to do in the end, but I thought I might as well suggest what I know to be options, just so you know them too.
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Re: Multi's Rayman engine

Post by Multimagyar »

Well as I said, I do appreciate any kind of suggestions I do read them, and if it's the better good I do consider them. It can be enemy suggestions game mechanics or any kind of changes. And as I read someone didn't really liked the resize of the application surface so I'll see if I can do a solution that would benefit all of us. And again Thank you for the suggestion about checking the size of the monitor and make the view the same size. If there's really no other solution I'll think I'll just do that. :D
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Re: Multi's Rayman engine

Post by Shrooblord »

Yeah, there's a bit of a problem there, of course, like you said. Unfortunately, I have no real solution either. For 2D (sidescrolling) games, it becomes very hard to scale things in such a way that there is no graphical loss in quality, yet there are also no unfair advantages because other users with bigger screens see more of the environment. (Or, in a similar vein, that you don't need to worry that bigger screens will be able to see 'beyond the map' that was intended to be seen.)

Sorry I can't be of much help there.
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Re: Multi's Rayman engine

Post by saerleiya »

Well, the ideal solution would be to adapt the graphism level/collision, etc. to the size of a screen, but that would take a hell of a time, and maybe you could only modify your graphics parameters before launching the game...

I don't know, I have practically no experience about game making to the contrary of Shrooblors, but I'm curious and usually enjoy helping people to solve problems, even if I completely wrong and out of context.

As a math teacher told me one day, "work, even if not very efficient, is never lost".
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Re: Multi's Rayman engine

Post by Multimagyar »

That would maybe actually work but it would be unnecessary to restart the game because of it.
Keeping aspect ratio in anyway is works I still have to get rid of the resize of the application surface to see if there's any change. I was kinda busy with hoodoo magic. If you know what I'm hinting at.
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Re: Multi's Rayman engine

Post by Adsolution »

GameMaker has scaling issues this poor? Yech.
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Re: Multi's Rayman engine

Post by Shrooblord »

It's pretty good until you find out where its limitations lie. And there, it's pretty bad. Pre-tty bad.
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Re: Multi's Rayman engine

Post by Raymanni »

I think they tried to fix the problems in Game Maker Studio, but they probably did not success. At least I can't see any difference.
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Re: Multi's Rayman engine

Post by Multimagyar »

I did report these bugs earlier and right now I kinda hate myself because I did not find another solution but change the size of the view and taking down the application surface resize ended up being a bad idea. So I don't think I'll let it disable it. I'll try to not disable it but set it in the original view sizes. Hopefully they will do something about it and the vertex problem I mentioned to them as well.
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Re: Multi's Rayman engine

Post by RibShark »

There is an alternative to game maker that seems to be compatible with existing projects, and adds a few more features, and other fun stuff.
http://enigma-dev.org
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Re: Multi's Rayman engine

Post by Multimagyar »

1 It doesn't mean it's better or faster, 2 I'm not desperate to work with game development tools. If this project have not started back in those days when I didn't know C++ it would be already in SDL. Now the only reason it's not in SDL is because I'm somewhat lazy to redo the entire thing. But I'm not saying I'm not satisfied with GM: S They did work on it to make it better than the earlier things. Although 3D is still weird and let's not talk about the net code, but other than this it is making a nice progress to be a great development tool. Adding shaders was a really nice idea and the fact they got rid of the exe-stored-compiler.
Also I like how the article of Enigma basically is all about how much we are better than Yoyo games and Game Maker, But they don't really say if it's any better than C++ besides just being a IDE with drag & drop functions. Hmmm not really interested sorry.
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Re: Multi's Rayman engine

Post by LoveMetal »

I didn't see this thread, looks like a great project don't give up. :)
Also I think GameMaker is pretty useful when it comes to small games and when you are the only one coder. It may have some issue, but it's a pretty impressing piece of software.
Multimagyar wrote:Now the only reason it's not in SDL is because I'm somewhat lazy to redo the entire thing.
Yeah and because I'm quite sure SDL is actually less performant in blitting and scaling operations than GameMaker (low level C/C++ lib slower than huge engine with at the fly generated code, lol?), with cpu rendering and bad handling of display formats. Hopefully it's all fixed in SDL2, which is pretty awesome with the new SDL_Textures.
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Re: Multi's Rayman engine

Post by Multimagyar »

Thank you. :)
I wont give up, but I am on a vacation so I only have my laptop with me and I didn't really clean the junk up yet which is mostly happened because of my laziness which made the project hard to open and when I close it it actually crashes. But until then I'll make other uses for a few power up can. I need sprites for those so until I get back home I might as well make those so they will be ready to use.
About SDL2. Honestly I'm not sure. Yet so far what I saw of if, is kinda amazing. A few friend of mine actuallg asked me to do some effect to our project after the engine finished. Anyway, yeah the new SDL_Texture IS awesome. As far as I saw.
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