![]() We have some interesting optimisations coming to all platforms, that were led by our development for Switch. Have you made any tweaks or improvements to the software for the Switch license?īringing on board another target platform always gives us the opportunity for more improvements. We heard of people having their games running within a couple of hours of being approved. What is the transfer process to the Switch like if someone already has an existing game running in GMS2? Optimising for different hardware is probably the biggest challenge, but one that we continually relish and push ourselves to achieve with GameMaker, so that developers have less to worry about. The challenges are in understanding how the proprietary approaches taken by different platforms, particularly on console. Games can already be exported to desktop, web, mobile, UWP and other consoles. The platform is flexible enough to adapt to any system. What were the challenges of making the engine fit across different systems, and specifically the Switch? The engine is incredibly versatile and caters for multiple platforms. That said, we were all delighted when we saw the first games pass the Nintendo lot check system. It’s been a partnership with discussions throughout, rather than a big reveal moment, so yes we’ve had lots of feedback on hundreds of little things. Have you had any feedback from them about the engine? We feel our relationship has been very cooperative in nature. We have been in very regular contact all throughout this process and they’ve been very supportive. How has your relationship with Nintendo been so far? I think credit for the sowing of the first seed must have originated from our community of game developers who are so passionate about Nintendo Switch and GameMaker. There was a lot of behind the scenes work with a small number of trusted developers, and with Nintendo earlier in 2017 to get us to that point. ![]() We announced our work with Nintendo prior to GDC, in March this year. When did negotiations start for the Game Maker Studio 2 license to come to Switch? The original product has been completely re-designed over the years, and it is now under the technical care of game industry legends Russell Kay and Mike Dailly. GameMaker was created as a learning tool in 1999 by Professor Mark Overmars, so it has been a case of continuous evolution over time. How did you bring everything together, from the initial idea to a full product? GameMaker Studio 2 has enabled me to make hobby games with my daughter, and we’ve had a lot of family fun. James Cox: I have been in game production and development all my career, but my GameMaker journey started when I joined YoYo Games. Nintendo Life: How and when did the GameMaker journey start for you? This influx of great games will no doubt continue, so we had a chat with James Cox, General Manager at YoYo Games about its inception to the development on the platform going forward. Furthermore, the announcement that YoYo Games' robust engine GameMaker Studio 2 has been licenced on the console in March was welcomed by all.įast forward to August, and the open beta is in full flow, along with the arrival of hit titles made with the software such as Hyper Light Drifter, Minit and Undertale. Universal Windows Platform (includes Xbox One Creators program) exports.The Nintendo Switch has already become the place to go for indie games, with the recent prominence of Nindie Showcases maintaining the attention of both players and developers. IOS, Android, Amazon Fire, Android TV, and tvOS platforms exports. Windows, macOS, and Linux platforms exports. You will need an Indie or Enterprise licence, for they include what they call Desktop/Web/Mobile 'exports' but are actually platform-specific build plug-ins.Īccording to the YoYo Games website, the cheapest license you can get is: Indie But, if you want to release the game for others to play, that's a different matter. If you want to share the game with fellow developers, the above is the way to go. This way, you can 'clone' a game project without the need to manually browse and copy/paste all files, some of which may be unnecessary (e.g. When you export a project, GMS2 creates an exact copy of the project–which includes ALL assets, configuration files and local settings–in a directory of choice. Unlimited access to the IDE (integrated development environment) and learning materials. This is the Free license description from the YoYo Games website: Free You can't build game executables and share them with other people though. ![]() usage and assets limitations were removed) and lets you use the application for testing and learning purposes. The Free license for GameMaker Studio 2 gives you full access to the IDE (i.e. Your current problem with creating executables is due to the licence you're using, not (necessarily) the UWP export configuration.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |