Hyper light drifter sprite effects4/30/2023 This does make things easier, though in my case I always set it to 60 FPS instead of 30. I would mention as well, though you can break out of it if you want to, the game loop is generally frozen at a certain FPS. So between levels, you would flush, then it would load only the new groups you draw, meaning you never have textures uploaded to the GPU that you aren't using. And then any graphics for a given level(and only that level, unless it is reused later) would be in a different group. So anything used in all levels, like GUI, the character, some enemies, powerups, would all be in one group. This reduces texture swaps, as you can "flush" the current uploaded textures and upload the ones for the current level. The "compiler" then groups these onto texture atlai, which you can then control for performance. When you build a game, you designate texture groups for all of your graphics. One thing that helped performance as well that wasn't in earlier versions was the texture pages feature. I personally, though I won't claim to have stretched it out much, have never ran into performance barriers, except on HTML5 builds. HPL I'm not sure about, but I remember Hotline Miami was using an older version of GM before some of these updates. But now, with the GML getting converted to C++, I'd say the performance is as good as it can be. Yoyo converted the runner to C++, which got much more performance out of it, but the GML was still interpreted(though faster than it used to be). This was not good for performance though. Gamemaker used to run the "runner" which actually included a byte code converter as well, so you could literally compile code at run-time. It has evolved into something much better than in the past.Ĭlick to expand.It depends on what you are doing and how you are compiling it. I just wanted to clarify those few points in GMStudio's defense. GMStudio has a nice free version(also with splash screen) but it doesn't allow export to all the platforms. Also, if you intend on staying "free-to-play," Unity is going to be better, as it can do 2d and 3d, and doesn't put limits on export platforms. I'm not going to elaborate more, as this forum is Unity's and there are plenty of things that have been said above. But if you want 3d graphics, despite 2d gameplay, Unity wins. And Unity has some 2d features as well, though they aren't as advanced as GMStudio. For all the good things about GMStudio for 2d games, Unity has it for 3d. You can code it yourself, but there are much better options. The physics is only for 2d, there is no collision for 3d, and worse, there isn't even any out of the box method to load 3d assets. You can do some things, but it doesn't have much of anything built in. There is a shader set on GM's asset store that does lighting, but not only simple overlay lighting, but rather normal based lighting, so you have to give it a normal map to go with the colored sprite, and it uses lights in 3d space and ends up looking 3d despite only being drawn in quads. In fact, people have made shaders meant for 3d, including ones that do vertex animation, etc. And despite what Hippo said up there, you CAN create shaders in GMStudio. Even without that step, it is no longer run-time interpreted like it used to be. The GML language can do a lot, and it can actually be compiled into C++ code. In the past things weren't as good, but the latest GMStudio product is actually pretty good. I mean pixel art, or HD art, or vector art, or even 3d pre-rendered into sprites. When I say 2d, I don't mean 2.5d(except maybe iso graphics, but still 2d), and I especially don't mean 3d limited to side view or anything like that. GMStudio, for 2d games, is really the bees knees. For the record, I have both installed, but I'm currently using Unity for my game, because though the game is 2d in gameplay, I want 3d graphics. I've used both GMStudio(latest iteration of GameMaker) and Unity, so I think I can judge pretty well.
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