![]() ![]() Of their project potentially catching fire after updating GameMaker. Since recently, the LTS version exists for people don't like the idea There are always a couple HTML5 fixes that you're missing out, but it's not too bad. If you don't care for old extensions, you might want to move GM2022 LTS instead.Īs of 2023, everything is fine here - the scheduling quirk has been officially addressed, an Apple Silicon runtime has been introduced, and console SDKs are sufficiently recent. Though there might be some caveats due to now-outdated libraries.Īs of 2023 it's still possible to convince platform holders to accept your builds with slightly-outdated SDKs and some older GameMaker games continue to be updated.Ĭontext: the last versions that can load old (32-bit) DLLs I think 2.2.5 should still be fine to publish mobile projects with, GMS2 switched to compiling 64-bit Linux binaries, so you have a few problems less here.Ģ.2.5 lacks a few years worth of fixes and improvements for the HTML5 target, but generally remains usable. You still have to deal with the scheduling quirk (see GMSched above) but otherwise things are alright. Platform holders generally expect you to be using a current SDK version so publishing a game made in GM:S (which at the time of writing this is multiple major SDK versions behind) won't be easy, but GM:S is still occasionally used by enthusiasts for PS Vita homebrew development.Ĭontext: 2.2.5 is the last version before major programming language changes that require a code review (and possibly a little debugging) due to breaking changes.Īs such you'll occasionally encounter a project that's stuck on this version. Largely usable, though you are left on your own with any bugs or quirks that you might encounter. Other stores may still accept 32-bit apps. Google has also dropped support for uploading 32-bit apps to Play Store, but you can still side-load them. This can be automated with a script, and for Steam you can specify what to do on first install.Īpple dropped support for 32-bit apps the year after GM:S has been sunset, so you can't do much at this point. ![]() ![]() GM:S creates 32-bit Linux executables so you'll need to tell the end user to install a handful of x86 packages first. ![]() Users with Apple Silicon machines will have to install Rosetta for your apps to work.You will have to notarize them yourself.You can still make Mac apps in GM:S, with a few caveats: buffer_set_surface mysteriously doesn't work on some GPUs anymore.(especially those with non-60Hz displays) due to changes in timing APIs in Windows. Games may run at unintended framerate on some machines.People that only have a GM:S key from Humble Bundle and those who despise the new UI in GMS2 came out quite a while ago (March 2018) but remains to be the go-to choice for GameMaker: Studio with its signature popout windowsĬontext: generally regarded as the most stable GM:S version. With advantages of old versions gone and advantages of GM:S yet to emerge, there's very little GM:HTML5 was a short-lived version between GM8.1 and GM:S with emphasis on, you guessed it, HTML5. I'm not re-installing GM:HTML5 just for this post. Older GM versions suffer a bunch from behind-the-scenes changes in Windows APIs,Īnd very few people know how to get around these issues.Ī patcher exists to fix a handful of these,Īnd tech-savvy users might be interested in some of the extensions and tweaks from theĪ screenshot from the trailer. (though some tools existed for the latter). Were packed into a single (slightly compressed) file - good for small projectsĪnd bad for big projects and/or being able to use version control In some situations these versions also performed better on low-end hardware as all of the assets (back when GM updated once a year or so). To make your project run correctly for most users.Ĭontext: GM8.1 is the last version that has dynamic code execution ( execute_string)Īnd a handful of quirky DLLs that relied on hard-coding memory offsets per GM version This is a post about practicality of using variously old GameMaker versions and what it'll take ![]()
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