Congrats on the new demo Shaun! The advice about Steam Next fest is a big one. Waiting to participate until you are nearly ready to release seems like the best approach.
This is true, however, putting it on Steam Next early can get you an idea of how many wishlists you will get and answer the question if you should work on the game for 2 years or cut features and ship it right away because it did poorly on the festival. It's a complicated balance.
Except you can't just wait "until you are nearly ready to release" to sign up for Next Fest, as there is a months long signup/eligibility process. eg lets say you think the June 10-17 Next Fest is suitable, Registration Deadline is February 26, Demo needs to be submitted for review by April 15. So the demo needs to be fully finished just over 3 months before Next Fest, and you need to enter 4 1/2 months before. And this is why Next Fest February is already closed. One Indy Dev complained that he cannot even enter Next Fest, as the next one is already closed, and the one after a month after he releases his game.
@@AramoniumGames Yeah timing is tough with Next Fest and it isn't an easy thing to deal with. I should clarify that I don't mean "wait until you are ready to release and then go try to submit to Next Fest." It's something that needs to be planned well in advance. When I say "nearly ready to release" I mean your release is 3-6 months out. I think it's reasonable to plan a Next Fest demo in that time window.
I think it's kind of EGG and CHIKEN dilema! because without your early demo players couldn't have encourged you to actually keep working and finishing your game knowing that your idea really deserve your upcoming time and effort you will put in it!
Kinda! Like I said there's been a lot of benefits, and it's impossible to know what would have happened if I hadn't released it, so there's not much point worrying about it now!
This is some good food for thought. Also, as a fellow participant in the GM48 during which you made (i think) the first iteration of PokeyPoke, it's really cool to see how much you've stuck with it and carried it forward. Congrats on building PokeyPoke out to a (nearly) full game!
I believe an excellent example of the discrepancy between a Game Demo and the Final release is Pizza Tower. While the full game and early builds do share DNA, there's no denying that they are COMPLETELY Different games
I went through this when putting out a demo last year. It was very rough around the edges and definitely needed more time, but some shortcomings throughout the team made us prioritize other parts of the game, and we ultimately sent it out when we could play from start to finish. Luckily, the vast majority of people who played it were very positive towards it and saw potential in it.
Hey Shaun, glad to see you are finishing your project and it's going well. You've helped my dumbass out a lot when I started making games following your tutorials so have wishlisted the game. Looking forward to the release! Good luck!
I have played both and loved both Gotta say tho i really missed having viewing towers Like in celeste where you can see an entire room I would love something similar because on some of the more difficult challenges it was frustrating not being able to see the rest of the level
hey! I just found your channel and I really like your laid back vibe with these devlogs, thank you very much for providing quality content :D wiish you the best for you and the game
Hey shaun, i recently got into gamemaker and game dev sadly i tried following your platformer tutorial and the code doesn't work anymore 😢 are you planning on doing new tutorials? * I hope your doing well!
one thing, as a player, I don't like much about demos is when the game isn't planned to release "soon" or is in EA for some time still. I sometimes play too much of it and kinda get "burnt out" so when the game releases, I just never play it (even thought I might still buy it) This is especially true when the game's quite long (if the demo is like 2h long, I might not want to redo those 2h) or if it's not a game I fully enjoy (I can replay Mario 64 for hours on end). I'll probably still try the demo because I like puzzle-platformers.
Very well said. Figuring out the best time to release a demo is a real challenge, and it's different for every game. Even more so when you want to get player feedback!
I've been waiting a long time for a demo. I have been watching the development of this game for a long time and being able to try it genuinely excites me.
Hey Shaun! I know it’s an old series for you now, But would you know if it is still viable to follow the RPG tutorial series? It’s the most comprehensive of RUclips IMO but I don’t know if maybe it would be out of date at this point, Or if GM is still basically the same as when you made it?
I know you asked this 7 months ago lol but I would argue its still very fine to follow the RPG series. There might be some weird hiccups here or there and easier ways of doing some things are now available but all the principles are the same.
@@SaraSpalding thanks so much for replying Sara! I went ahead and followed along and you are right for the most part everything still works great, And the hiccups weren’t too hard to figure out you actually covered some of the possible issues like Scripting. Also figuring out the hiccups was a very good learning experience! I’m still tipping away at the series and have learned so much and enjoyed it so thanks again!
You have a point here Shaun, but I tuned out completely for a bit watching you get that timed ruby where you gotta nail the bottomless pit. Damn that was satisfying.
The business and marketing side of game development has always been the most overwhelming hurdle that keeps me from taking a game to a complete stage. I think despite any bumps in the road the act of getting the game out there in front of players is already a huge accomplishment. Also just played the new demo (hadn't played the original) and its super fun and has the professional level of polish I would expect from a steam game. Definitely wishlisted!
I just played the demo, and it was great, I loved the revelation of using the spear to dash in all four directions, I haven't got that feeling of a good platformer since Celeste, good luck with the rest of the development, I'm waiting on the full release now!
Great video with all the points being valid. I think for a lot of developers (me included), releasing 'a' demo is a HUGE mental milestone that launches you into the next phase of the game dev lifecycle. Oh, and wishlisted 🙂
Would you still recommend gamemaker? It seems like it has been recommended less and less over the past few years. I started using godot years ago, but ive grown very frustrated with certain things in the engine, and i want to take a break, but im also not sure about sinking too much time into learning gamemaker if it has gotten worse over the years. I did see someone complaining about bugs in the engine. What do you think?
@@SiegfriedTheCatfish After a few days using gamemaker, it's actually made me realise how good of an engine Godot is. It's way nicer than gamemaker in a lot of ways, especially lots of subtle ways. I'm still going to stick with gamemaker for a while, because I want a break from Godot, but godot is definitely not bad. My main frustrations with it are problems you find in pretty much every game engine, small problems that aren't really a problem, but start getting frustrating over time, and things that don't work the exact way that you want. But literally every engine has those. I've realised gamemaker has a lot of them, too. Mainly subtle things, but if you let them frustrate you, the anger grows over time, which is what happened with Godot for me. Now I realise that I was overreacting.
Godot is in the worst state it's ever been in. GameMaker litreally just released version 2024 the other day sooooo. I mean you do the rest of the thinking. Unity on the other hand is a joke. Their licensing altogether is a reason to never ever consider them.
Updated to the newest version of GMS2 two days ago - would've been the biggest mistake and lead to my still fairly young road if learning game development to an abrupt end. Luckily, I still had the prior versions and went back to the one that works properly. Shaun's codes used in ARPG work for about 75% of the time, but with the new update it feels like his ARPG tutorial would've been way too outdated to rely on. A simple (animation_end) function suddenly doesn't work in the new update and it would make my game completely unplayable. Ridiculous. Thank god I still have the older versions of GMS as back up. 😅
Hey!! I love your videos! And I'm making my first platformer game! But I have some doubts about game resolution, camera and room size, the room size of my game is 1024x768, and I setup the camera to be 640x360, it works but I not sure if my game resolution is equal to my camera size, also the game window is based on my room size??
Hey have you tried a set of video with some like a pdf file but one that explains but leaves behind a set of papers listing how to do it but not exactly the place to put it. Like a list for gravity would be grv abbreviation then = a value then other pieces including places to put them but not the place variable such as oEnemy just the create/ begin step and others. this would make an new type of educational tutorial. myself i have to have a tutorial that i can see to be able to remember it or it takes me forever to realize i know the answer already.
The devs of Planetary Annihilation expressed very similar sentiments in reference to the Kickstarter and development of that game. It's ultimately a bummer because greater openness does give super valuable insight in what development is actually like, but I do understand the incentives at play. So, this is a very valuable video!
hey shaun, ive been watching your vids forever. i remember you had an old video about autotiling via code/bitmask system. i was wondering if you ever plan to revisit the topic with gms2.3+ ?
Yeah that's a different kind of game model. There's certainly advantages but it lends itself better to certain kinds of games. Mine is a more linear game and it's replay value is more niche.
Im facing the same dillema with this DND party commission that I'm doing. I do want to update the client on how its coming along but at the same time all of it will defo change in the future and I dont want them to get attached to the initial draft.
I can only speak for the client-side of this particular interaction when my FFXIV static got a commission of our characters done, but getting updates was really helpful because it let us give important feedback as it developed and also helped us set expectations as we went along.
i think there is a danger of overexposing the game and people not being excited for it because they have seen it all and become familiar with the product to the point where they feel they don't need to actually buy and play it. i would remove the demo and just do a couple of trailers. but as someone else has said you needed the community support and encouragement to get the game as far as you have. Lone dev'ing is the hardest of all dev cycles. you've been amazing and hope the game brings you a lot of success. i have followed the development fairly closely and have seen that it has been a personal journey for you. it looks amazing but I shall be avoiding the demo to avoid burnout and look forward to buying and playing it in its finished state.
Would you happen to have any advice on releasing a demo of an online multiplayer game? With the expectation of continued updates, sorta like alot of those "survival" games that release super early in alpha and just continue to stay alpha, but being continuously updated.
continually updated / early access style games are a different model, I wouldn't know the best practices but I assume most of this doesn't really apply in the same way.
Hey I was wondering can a make a animation that is 2d not game spirit is like the you watch anime I want to put it in but I don't know if I can so can you please tell me need to now you and inspired me to make my on game so your so cool it be honner for you to read this
Personally when I see a demo for a game that isn’t fully released, I take it as what it is. A demo of the game in its current form. And as the game changes, the demo does too. I get there might be things some people look forward too. But unless you are changing a core mechanic or change your mind of a level, I don’t think people will get too bummed out. Considering most people think about the game as a whole rather than parts of it. But you are also right on the opposite hand. If you release a demo that doesn’t interest someone who would be interested in the changes and would probably buy the game in its final form, might not come back to see how the game turns out. Personally I am not one those. I look for games in a genre so unless the genre changes or it goes from 3D to 2D then at worst I’ll just forget about the game. Which I have done a lot. I see a game I think is amazing and looking forward to. But I forget about it and by the time youtube recommends it to me on my feed again, it has been a few years since it’s release. Personally I still think releasing demos as the game evolves is a great idea cuz you get player feed back. Indies get free QA testers and big studios get fact checked. Lol. But to prevent the down fall of the points you mentioned is as you said don’t release a demo too early. Which to me means make sure the character is fully built out and there is a level that shows off all the abilities. People will forgive most things changing. But how the game is played is the most vital part so that is something that should be done before the first demo.
As someone who is trying to create a game and doesn’t have much money, I am probably gonna do the kick starter to get the demo because game maker is really difficult because you have to pay 100 bucks to commercially release I don’t have that money. I’m broke.
hello i thought of a set that might help. even a new genre in platformer. you know that i never got go to school and want to learn code but the integers for making the bubbles and stuff for text are currently beyond me. anyway short videos showing just the different method of bubble and stuff for text would be really viewed a lot as most of us find it hard to remember. so a short video on how to do it would go over really well. imagine a video with only a bubble no map no nothing but the bubble of text and then extra section with the sign. anyway thanks for the videos i am watching them over and over till i learn code this way.
Sounds like you have a major amount of feature creep, dont let this turn into the next Hollow Knight 2 :) I played the demo and i liked it, honestly i dont remember much so I wouldnt notice or care about any changes really. I think you should just wrap it up and ship it instead of spending years and years finishing it. You've learned a lot, better to finish and start on something fresh with this new experience.
i haven't played the first demo. I think damage from a demo can't be avoided. Its fair to say you did the most you could to keep the damage as minimal as possible.
Hmm not sure I agree. There are more dev logs and early access games than ever. The faster you ship, the faster you learn from actual players.. you build features that they actually want rather than building what you think they want.
Its not really about a model.. If you had not released your demo, everything you learned from it (good/bad) you would have learned later. Every time you release something.. you learn.. You mentioned the impact of the changes you make on those who played the demo.. those changes should be in line with what the feedback from those players was, so your not going to impact much or many negatively. Unless you are making your game your way and be damed with what potential players want.. which is also fine by the way.. but then just dont release a demo at all @@SaraSpalding
@@SaraSpalding I’m making a GM game with a mac. I’ll use a PC to bring it to windows users too. But as a mac owner what’re the logistics I’ll need to get my game on steam for Mac?
hey did you get my comment on a rosetta code type program that allows teaching of code for genres. Are you going to consider doing it. i would like copies free as it is my idea. and please consult me as if you want as i know how to make it so easy and so will make oodles of money. i just can't do code yet. i am learning but hey i am old. lemme know if you are interested. also just making a onion skin one for the art with premade object and you just draw and replace with a replace function that work multiple time to create new object will make a game maker gui that would sell them game it is in at full price and then they still have to pay game maker to release their own game.
19 platformer edit leaves people just using the files instead of learning. maybe i am wrong but you do seem to add stuff in that doesn't have a way to verify sorry have to delete old files and redo video. try back later.
buuuuuuut thing is: you are pretty good at making games. all your advice is valid if you already are at that place. if you still need to get there you really need that input and feedback even that early on and the more the better
Congrats on the new demo Shaun!
The advice about Steam Next fest is a big one. Waiting to participate until you are nearly ready to release seems like the best approach.
This is true, however, putting it on Steam Next early can get you an idea of how many wishlists you will get and answer the question if you should work on the game for 2 years or cut features and ship it right away because it did poorly on the festival. It's a complicated balance.
Except you can't just wait "until you are nearly ready to release" to sign up for Next Fest, as there is a months long signup/eligibility process.
eg lets say you think the June 10-17 Next Fest is suitable, Registration Deadline is February 26, Demo needs to be submitted for review by April 15.
So the demo needs to be fully finished just over 3 months before Next Fest, and you need to enter 4 1/2 months before. And this is why Next Fest February is already closed.
One Indy Dev complained that he cannot even enter Next Fest, as the next one is already closed, and the one after a month after he releases his game.
@@AramoniumGames Yeah timing is tough with Next Fest and it isn't an easy thing to deal with. I should clarify that I don't mean "wait until you are ready to release and then go try to submit to Next Fest." It's something that needs to be planned well in advance. When I say "nearly ready to release" I mean your release is 3-6 months out. I think it's reasonable to plan a Next Fest demo in that time window.
I think it's kind of EGG and CHIKEN dilema! because without your early demo players couldn't have encourged you to actually keep working and finishing your game knowing that your idea really deserve your upcoming time and effort you will put in it!
Kinda! Like I said there's been a lot of benefits, and it's impossible to know what would have happened if I hadn't released it, so there's not much point worrying about it now!
This is some good food for thought.
Also, as a fellow participant in the GM48 during which you made (i think) the first iteration of PokeyPoke, it's really cool to see how much you've stuck with it and carried it forward. Congrats on building PokeyPoke out to a (nearly) full game!
I believe an excellent example of the discrepancy between a Game Demo and the Final release is Pizza Tower. While the full game and early builds do share DNA, there's no denying that they are COMPLETELY Different games
I went through this when putting out a demo last year. It was very rough around the edges and definitely needed more time, but some shortcomings throughout the team made us prioritize other parts of the game, and we ultimately sent it out when we could play from start to finish. Luckily, the vast majority of people who played it were very positive towards it and saw potential in it.
Looking really beautiful, Shaun.
You put this into words really well. Lots of publicity stuff is hard to undo
Hey Shaun, glad to see you are finishing your project and it's going well. You've helped my dumbass out a lot when I started making games following your tutorials so have wishlisted the game. Looking forward to the release! Good luck!
I have played both and loved both
Gotta say tho i really missed having viewing towers
Like in celeste where you can see an entire room
I would love something similar because on some of the more difficult challenges it was frustrating not being able to see the rest of the level
hey! I just found your channel and I really like your laid back vibe with these devlogs, thank you very much for providing quality content :D wiish you the best for you and the game
Hey shaun, i recently got into gamemaker and game dev sadly i tried following your platformer tutorial and the code doesn't work anymore 😢 are you planning on doing new tutorials? * I hope your doing well!
As a beginner game dev, I really love your videos. Super informative and transparent about the process!
one thing, as a player, I don't like much about demos is when the game isn't planned to release "soon" or is in EA for some time still.
I sometimes play too much of it and kinda get "burnt out" so when the game releases, I just never play it (even thought I might still buy it)
This is especially true when the game's quite long (if the demo is like 2h long, I might not want to redo those 2h) or if it's not a game I fully enjoy (I can replay Mario 64 for hours on end).
I'll probably still try the demo because I like puzzle-platformers.
Very well said. Figuring out the best time to release a demo is a real challenge, and it's different for every game. Even more so when you want to get player feedback!
Where is Turn Based RPG Battle Part 10??? Please make it
Happy to wait & enjoy it when it's done. Now to try the new demo :)
I've been waiting a long time for a demo. I have been watching the development of this game for a long time and being able to try it genuinely excites me.
Hey Shaun! I know it’s an old series for you now, But would you know if it is still viable to follow the RPG tutorial series? It’s the most comprehensive of RUclips IMO but I don’t know if maybe it would be out of date at this point, Or if GM is still basically the same as when you made it?
I know you asked this 7 months ago lol but I would argue its still very fine to follow the RPG series. There might be some weird hiccups here or there and easier ways of doing some things are now available but all the principles are the same.
@@SaraSpalding thanks so much for replying Sara! I went ahead and followed along and you are right for the most part everything still works great, And the hiccups weren’t too hard to figure out you actually covered some of the possible issues like Scripting. Also figuring out the hiccups was a very good learning experience! I’m still tipping away at the series and have learned so much and enjoyed it so thanks again!
You have a point here Shaun, but I tuned out completely for a bit watching you get that timed ruby where you gotta nail the bottomless pit. Damn that was satisfying.
The business and marketing side of game development has always been the most overwhelming hurdle that keeps me from taking a game to a complete stage. I think despite any bumps in the road the act of getting the game out there in front of players is already a huge accomplishment.
Also just played the new demo (hadn't played the original) and its super fun and has the professional level of polish I would expect from a steam game. Definitely wishlisted!
I just played the demo, and it was great, I loved the revelation of using the spear to dash in all four directions, I haven't got that feeling of a good platformer since Celeste, good luck with the rest of the development, I'm waiting on the full release now!
Good luck Shaun! I'm staying tuned.
Great video with all the points being valid. I think for a lot of developers (me included), releasing 'a' demo is a HUGE mental milestone that launches you into the next phase of the game dev lifecycle. Oh, and wishlisted 🙂
Would you still recommend gamemaker? It seems like it has been recommended less and less over the past few years. I started using godot years ago, but ive grown very frustrated with certain things in the engine, and i want to take a break, but im also not sure about sinking too much time into learning gamemaker if it has gotten worse over the years. I did see someone complaining about bugs in the engine. What do you think?
Godot is not good at all. I started with Gamemaker now tryed unity a few months and iam going back to gamemaker its better for small 2d games
@@SiegfriedTheCatfish After a few days using gamemaker, it's actually made me realise how good of an engine Godot is. It's way nicer than gamemaker in a lot of ways, especially lots of subtle ways. I'm still going to stick with gamemaker for a while, because I want a break from Godot, but godot is definitely not bad. My main frustrations with it are problems you find in pretty much every game engine, small problems that aren't really a problem, but start getting frustrating over time, and things that don't work the exact way that you want. But literally every engine has those. I've realised gamemaker has a lot of them, too. Mainly subtle things, but if you let them frustrate you, the anger grows over time, which is what happened with Godot for me. Now I realise that I was overreacting.
Godot is in the worst state it's ever been in. GameMaker litreally just released version 2024 the other day sooooo. I mean you do the rest of the thinking. Unity on the other hand is a joke. Their licensing altogether is a reason to never ever consider them.
@@amalayum how is Godot in its worst state? The latest version is far better than Godot 3 to me, and it gets better with each update.
Updated to the newest version of GMS2 two days ago - would've been the biggest mistake and lead to my still fairly young road if learning game development to an abrupt end. Luckily, I still had the prior versions and went back to the one that works properly. Shaun's codes used in ARPG work for about 75% of the time, but with the new update it feels like his ARPG tutorial would've been way too outdated to rely on. A simple (animation_end) function suddenly doesn't work in the new update and it would make my game completely unplayable. Ridiculous. Thank god I still have the older versions of GMS as back up. 😅
I'm trying to polish up my game for the steam next fest in February. I hope it's not too early! (4.5 years of development)
Played the new demo and it was a blast! So excited for the full game!
How did you make the spearcloth have physics and react according to the Character's movement? Just tell me the name of the technique please!!
Hey!! I love your videos! And I'm making my first platformer game! But I have some doubts about game resolution, camera and room size, the room size of my game is 1024x768, and I setup the camera to be 640x360, it works but I not sure if my game resolution is equal to my camera size, also the game window is based on my room size??
Hey have you tried a set of video with some like a pdf file but one that explains but leaves behind a set of papers listing how to do it but not exactly the place to put it. Like a list for gravity would be grv abbreviation then = a value then other pieces including places to put them but not the place variable such as oEnemy just the create/ begin step and others. this would make an new type of educational tutorial. myself i have to have a tutorial that i can see to be able to remember it or it takes me forever to realize i know the answer already.
Seems like a good chance to work on that Pico8 Demake I started a while back.
hey just did the demo, the gameplay is so addictive
I love its hard and feels rewarding
great mechanic
Looks awesome! I've loved the development of this game and it has really inspired me! One question though, is the demo going to be on macOS as well?
probably not im afraid! I don't own a mac and that kinda limits my options
I don't plan on releasing our demo until the game is almost finished. Great advice!
The devs of Planetary Annihilation expressed very similar sentiments in reference to the Kickstarter and development of that game. It's ultimately a bummer because greater openness does give super valuable insight in what development is actually like, but I do understand the incentives at play. So, this is a very valuable video!
hey shaun, ive been watching your vids forever. i remember you had an old video about autotiling via code/bitmask system. i was wondering if you ever plan to revisit the topic with gms2.3+ ?
Auto tiling is built in to GM natively now. You can define them via tilesets
This game look so awesome, great job Shaun!
Enjoyed the new demo! Managed to get 25 gems in about an hour of playtime. Can't wait for the full game to be released!
Any plans to ever doing a 2.5 pseudo racing games like OutRun or Super Hang on?
Counter point: Kenshi wouldn't be the game it is without a public demo being available. Player feedback and testing gave it a chance to grow.
Yeah that's a different kind of game model. There's certainly advantages but it lends itself better to certain kinds of games. Mine is a more linear game and it's replay value is more niche.
Im facing the same dillema with this DND party commission that I'm doing. I do want to update the client on how its coming along but at the same time all of it will defo change in the future and I dont want them to get attached to the initial draft.
I can only speak for the client-side of this particular interaction when my FFXIV static got a commission of our characters done, but getting updates was really helpful because it let us give important feedback as it developed and also helped us set expectations as we went along.
Hello, where would I report bugs?
nevermind, found it
i think there is a danger of overexposing the game and people not being excited for it because they have seen it all and become familiar with the product to the point where they feel they don't need to actually buy and play it. i would remove the demo and just do a couple of trailers. but as someone else has said you needed the community support and encouragement to get the game as far as you have. Lone dev'ing is the hardest of all dev cycles. you've been amazing and hope the game brings you a lot of success. i have followed the development fairly closely and have seen that it has been a personal journey for you. it looks amazing but I shall be avoiding the demo to avoid burnout and look forward to buying and playing it in its finished state.
Congrats on the Demo going live!
Would you happen to have any advice on releasing a demo of an online multiplayer game? With the expectation of continued updates, sorta like alot of those "survival" games that release super early in alpha and just continue to stay alpha, but being continuously updated.
continually updated / early access style games are a different model, I wouldn't know the best practices but I assume most of this doesn't really apply in the same way.
yoooo I was so hyped to play the new demo
Hey I was wondering can a make a animation that is 2d not game spirit is like the you watch anime I want to put it in but I don't know if I can so can you please tell me need to now you and inspired me to make my on game so your so cool it be honner for you to read this
Personally when I see a demo for a game that isn’t fully released, I take it as what it is. A demo of the game in its current form. And as the game changes, the demo does too.
I get there might be things some people look forward too. But unless you are changing a core mechanic or change your mind of a level, I don’t think people will get too bummed out. Considering most people think about the game as a whole rather than parts of it.
But you are also right on the opposite hand. If you release a demo that doesn’t interest someone who would be interested in the changes and would probably buy the game in its final form, might not come back to see how the game turns out. Personally I am not one those. I look for games in a genre so unless the genre changes or it goes from 3D to 2D then at worst I’ll just forget about the game.
Which I have done a lot. I see a game I think is amazing and looking forward to. But I forget about it and by the time youtube recommends it to me on my feed again, it has been a few years since it’s release.
Personally I still think releasing demos as the game evolves is a great idea cuz you get player feed back. Indies get free QA testers and big studios get fact checked. Lol.
But to prevent the down fall of the points you mentioned is as you said don’t release a demo too early. Which to me means make sure the character is fully built out and there is a level that shows off all the abilities. People will forgive most things changing. But how the game is played is the most vital part so that is something that should be done before the first demo.
I would like to know if it is possible to develop a 2d mmorpg using GameMaker? If anyone can answer me I would appreciate it!!
No way a mmporg with gamemaker. Gamemaker is not good for multiplayer
Possible, yes. But if you have to ask the question, I guarantee you are in no position to actually make one.
Many people say that it is possible, but the language is not the best option, the online part is also complicated@@razmatazz9310
@@valmarsoares9569 Don't be gullible, you'll never make it, friend. Remember my words
As someone who is trying to create a game and doesn’t have much money, I am probably gonna do the kick starter to get the demo because game maker is really difficult because you have to pay 100 bucks to commercially release I don’t have that money. I’m broke.
haha
What are you laughing at? You’re not even gonna release a game
Can you please do a tutorial on the Animal Crossing style talking for your NPCs? There’s very limited content on that.
PLEASE WE NEED A DOOM STYLE 3D TUTORIAL FOR GMS2 THERE ISNT ANY AND IT AWFUL
Keep up the GOOD work!
I'm subscribing and then watching this
hello i thought of a set that might help. even a new genre in platformer. you know that i never got go to school and want to learn code but the integers for making the bubbles and stuff for text are currently beyond me. anyway short videos showing just the different method of bubble and stuff for text would be really viewed a lot as most of us find it hard to remember. so a short video on how to do it would go over really well. imagine a video with only a bubble no map no nothing but the bubble of text and then extra section with the sign. anyway thanks for the videos i am watching them over and over till i learn code this way.
Hey, Shaun, huge fan! Sorry for the comment spam, just really proud of my Game Maker work lol. How long y'all been using Game Maker??
Dude you've been going at this for like 5-6 years or so? im tired of waiting and have removed it from my wishlist
Sounds like you have a major amount of feature creep, dont let this turn into the next Hollow Knight 2 :)
I played the demo and i liked it, honestly i dont remember much so I wouldnt notice or care about any changes really.
I think you should just wrap it up and ship it instead of spending years and years finishing it. You've learned a lot, better to finish and start on something fresh with this new experience.
I FOUND A BUG! When you poke the falling block just as they comeback you can use them twice
Good advice
i haven't played the first demo. I think damage from a demo can't be avoided. Its fair to say you did the most you could to keep the damage as minimal as possible.
The game is great, looking forward to it, even though I suck at it, lol, have to check the new demo out when I get home.
Hmm not sure I agree.
There are more dev logs and early access games than ever.
The faster you ship, the faster you learn from actual players.. you build features that they actually want rather than building what you think they want.
Yes but that's a very different model, I'm not making an early access game and a linear* game like mine doesn't particularly suit that model
Its not really about a model.. If you had not released your demo, everything you learned from it (good/bad) you would have learned later. Every time you release something.. you learn.. You mentioned the impact of the changes you make on those who played the demo.. those changes should be in line with what the feedback from those players was, so your not going to impact much or many negatively. Unless you are making your game your way and be damed with what potential players want.. which is also fine by the way.. but then just dont release a demo at all
@@SaraSpalding
In short, I don't agree that for this game (and for many) these positives outweigh the negatives. Especially where commercial success is a goal.
This is spot on.
I'll miss that super jump mechanic 😢😢. Gonna give the new demons try though.
why no Mac demo?
I don't own a mac, the expense and logistics of bringing the game to mac is sadly just not worth it.
@@SaraSpalding I’m making a GM game with a mac. I’ll use a PC to bring it to windows users too. But as a mac owner what’re the logistics I’ll need to get my game on steam for Mac?
Well said.
hey did you get my comment on a rosetta code type program that allows teaching of code for genres. Are you going to consider doing it. i would like copies free as it is my idea. and please consult me as if you want as i know how to make it so easy and so will make oodles of money. i just can't do code yet. i am learning but hey i am old. lemme know if you are interested. also just making a onion skin one for the art with premade object and you just draw and replace with a replace function that work multiple time to create new object will make a game maker gui that would sell them game it is in at full price and then they still have to pay game maker to release their own game.
19 platformer edit leaves people just using the files instead of learning. maybe i am wrong but you do seem to add stuff in that doesn't have a way to verify sorry have to delete old files and redo video. try back later.
Very useful info, thanks for sharing, but I just have to note that you look like a younger Weird Al Yankovic.
buuuuuuut thing is: you are pretty good at making games. all your advice is valid if you already are at that place. if you still need to get there you really need that input and feedback even that early on and the more the better
Yeah if you're not gunning for a commercial success then the rules are totally different. It all depends on your goals.
The way how this dude looks is disturbing the least.
Good.