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0.7

0.7 Game Maker update - feature highlights.

macOS Compatibility

This update brings stability to the macOS build, which now has total feature parity with the Windows version.
So if your operating system has been keeping you from building, then now is the perfect time to download the Game Maker and get started bringing your vision to life!

Presets

0.7 brings the much-awaited return of Presets!
Presets allow creators to save customisations to an Object that can then be reused without needing to rebuild the behaviours, components, parameters or parenting every time.

Creating a Preset

  • To use this tool start by dragging an Asset into your scene.
  • Make your adjustments to the Parameters, Behaviours, and Components.
  • Make sure you have the edited Object selected.
  • Navigate to the left tool panel.
  • Click the cube with the plus symbol.
  • Choose 'Create New'.
  • Name your Preset.
  • Your Preset is now saved.
You can use Presets with an Asset Spawner Behaviour or the Drop Component when you only want objects to appear after a trigger occurs, but you still want to customize with behaviours, components, and pre-defined messages.

Accessing Your Presets

If you delete a Preset from your scene or want to re-use the same Preset in another area, you can navigate to the Library to access all of your current Presets.
  • Use (L) to open the Library.
  • Choose the Preset filter on the left.
  • Drag your Preset to the Toolbar or straight into the scene.
  • Re-use your Preset as many times as you need.
Presets open up a whole new potential in workflow and mechanics, and we can’t wait to see how you put this feature to use!

View Message List

A new menu item has been introduced to help creators see a list of existing messages in one place.
  • To open the list navigate to the Settings cog in the top right corner.
  • In the Settings pop-up select View Message List.
This view will give quick access to delete messages that are no longer needed, which is really helpful if you’ve accidentally created similar messages with typos.

Uses Player's Name

The Asker Behaviour and Speaker Component now support Player Names.
  • Add either the Asker Behaviour or Speaker Component to your Object.
  • Open the dialogue section and type your message.
  • Type <PLAYER> in the location you want to use the player's name.
This is a great way to connect with your audience and make your experience a little more immersive, personal, and welcoming.

Dialogue Improvements

This update brings two changes to the Asker Behaviour. One for delaying the display of answers and one for choosing answers.

Answer Delay

The speed at which the Answers to an Asker appear underneath the dialogue box can also now be delayed.
  • Select the Object and open the Asker Behaviour.
  • Drag the Delay slider to the left or right between 0.0 and 0.1.
This can give the player a chance to focus on the information given by the NPC before they are prompted to make a choice.

Answer Navigation

Dialogue options can now be navigated using the arrow keys.
  • In play mode, trigger an NPC with the Asker Behaviour.
  • Use Up
    ⬆
    Down
    ⬇
    Left
    ⬅
    Right
    ➡
    on the keyboard to choose an answer.

Avatar Navigation

Players will now be able to cycle between Walking, Running and Sprinting.
  • Movent types can be changed by pressing backslash (\).
  • Players can still use Shift to modify to a sprint in both Walk and Run
This change could prompt creators to consider the player's ability to slow down and enjoy the scenery when building experiences.
This update also gives players the ability to sit.
  • Players can press (X) at any time to instantly sit on the ground in their current location.
Again, this change could prompt creators to consider how experiences might be designed to provide locations to stop and take in the view.

Auto Climb

The new Auto-Jump parameter affects your entire experience and defines the height at which an avatar will either jump over or be stopped by an object.
  • To customize the settings open Global Parameters.
  • Click the Controller tab.
  • At the bottom of the left column, you’ll see AutoJump Height.
  • In the field next to AutoJump Height you can type in the desired value to trigger an auto jump.
The minimum setting is 0.25, which equates to 8 voxels, and the maximum jump height is defined by the jump limitations of the Avatar, which by default is about 1.38 or around 44 voxels.

Emotes

Last, but certainly not least, new Dance Animations were added to the emotes wheel.
  • In Play mode press (T) and select Dance.
This will give your avatar a random dance move each time it is used.