Sup Forums is dead: What's a good GMS 1.X torrent place?

Game Maker doesn't sell 1.X anymore, and I can't even find the download for the version I had on their website for my new computer. I know Sup Forums uses some private trackers but the pastebin I found on 'em doesn't show that any are used for general app torrents.

Attached: iur[1].jpg (1600x900, 123K)

Other urls found in this thread:

yoyogames.com/downloads/gm-studio/release-notes-studio.html
twitter.com/NSFWRedditImage

It was literally less than 15$ for GMS 1 and all it's editions less than half a year ago. GMS 1 is terrible, just buy the newer one.

I've heard GMS1 is better than 2 at the moment.
Also I thought it was like $99?

Who even does game development in this day and age? The market is flooded, the RoI is low, and it's the most stupid use of your coding experience ever.

But user, I just sort of want to do it for fun.

Anybody have experience with GMS 2?

Just use GM8.0

It's made to be better optimized with newer hardware.

It's basically the same except it runs smoother

write your own games

although this is the most patrician choice, for any real project you will have to use something as performance is lacking

I miss being able to dynamically run code but the performance without a gml interpreter is much better

Do you think you don't write anything if you use GMS?

nah you still are but nobody's going to take you seriously for it

Nobody's taken me seriously my whole life, so that's no problem for me.

same

>Game Maker

Attached: 1519177325223.png (604x675, 587K)

>at the moment
Yeah, during release. But GMS 2 is far better in general.

It's on G2A ya dumb nigger. GameMaker: Studio Professional GLOBAL Key, for about $10. Check out Godot Engine too, it's FOSS and since GM:S 1.x won't get any new updates, just try godot.
There's plenty of tutorials for it too, and it's not too hard to pick up (unlike GIMP/Blender/some other generic open source project).

>GMS 1 is terrible

> better UI
> Can be used offline
> doesn't do user data collection by default
> doesn't put analytics in user-built binaries by default

GMS1 works just fine, user. I have both but I prefer 1.x over 2 any day, just for the fact it won't bother me for a login every time.

Some people do it as a hobby.

This is a good idea, specially for prototyping stuff. You can just run anything you wrote instantly without wasting time compiling.

Downside is that you can't use a third-party code editor like GMEditor. By the way, you all should try GMEditor. It makes workflow with GMS 1.x sooo much better.

I can't find any GMS keys on G2A.

nvm I thought you meant the master collection

Got you, senpai
yoyogames.com/downloads/gm-studio/release-notes-studio.html

They released a new 1.x version 3 days ago.

I wish ENIGMA was ready for use. GML is a very comfy language but proprietary software sucks.

Nigger gml is the single worst language I've dealt with. It takes the worst aspects of C and combines them with the worst aspects of javascript. It supports fuckall, it runs show as shit, and to top it off it's a snowflake language not used literately anywhere else. Just use love2d instead. Learning curve is a bit steeper but it's a much better framework.

Idk man, it's my favorite language to write code with.

>easy to pick up
>extremely lax syntax
>built-in functions make prototyping really fast
>code is generally very readable unless the programmer does something strange

It really helps getting shit done fast.
>It supports fuckall
what do you mean? How many platforms it supports, or the language features?

>it runs show as shit
That happens when you abuse the draw events. Everything else run just fine. Did you try the YYC compiler?

>it's a snowflake language not used literately anywhere else
I agree 100% with you.
YAL made a GML interpreter using javascript, maybe someone could use it to implement a free JS-based runner.

Have you used other languages? Such as Lua or C? You would immediately know how much dogshit GML is compared to those.

It's not about draw calls, it's slow in general. It takes give or more times as much time to do the same job other languages do. YYC is a joke, half the time it straight up don't work, and when it does it's massively subpar to JIT in other languages, let alone to C which it mimics so hard for no fucking reason.

>five

I have experience with C and 8051 Assembly.

> it's slow in general.
Could you give any example of something you tried to do, and couldn't because GML was slow?
I have yet to feel limited by performance using GM since it became compiled instead of interpreted.

> It takes give or more times as much time to do the same job other languages do.
I disagree with you, I can prototype a platform movement in GML in like 10 minutes. I would take much more time, maybe days using with C.

If you're talking about language speed than C/C++ is faster hands down, not even a contest. But about how fast you can get something done? GML is amazing for that.

You can get shit done in JS so much faster that GML makes pitiful impression by comparison. Because of the shit GML doesn't support (e.g. pointers) while very much being C-like, even in C you can do the same shit faster, just on account of it being a real fucking programming language with all the necessary facilities present.

As for speed, it takes like 10 times more ticks to run through an array of shit and do some math. Don't even attempt writing your own collision system on it, it will run like an absolute ass. Fucking javascript didn't have this problem, of all languages, but GML does. If poss poor performance is not an issue to you, it's because a) you're making primitive single-cellular games, b) you're not targeting mobile, or c) both of above.

>8.0
>back when Sandbox was still around
>back when I was making Mario clones in '09
>now Sandbox is dead

Attached: 2be6b227-981f-4e98-a043-1d2df0fd72f3_20171218_141224.jpg (392x495, 120K)

I agree with that not supporting pointers was a mistake. Had to workaround it more than once.

>Don't even attempt writing your own collision system on it, it will run like an absolute ass.
I literally "did" this a few weeks ago and it ran much faster than native collisions. It's a tile-based collision script, very helpful for platform games.

Actually, I just took an example from the Internet and made a platform movement on top of it. Had no issues and it helps a lot (not having a bunch of invisible solid instances through the rooms).

>If poss poor performance is not an issue to you, it's because a) you're making primitive single-cellular games, b) you're not targeting mobile, or c) both of above.
I don't think GM has terrible performance like you're making it to be. Almost every GM project I've worked with, it always boiled down to optimizing the draw pipeline to get more FPS. I believe this would be true for mobile as well. Though, as you said, I am not targeting mobile.

MFGG is still alive, user

The fact of the matter is that the whole game maker is dogshit, if you can work with that - suit yourself. When you see shit like Unity having a huge following despite being just about as abrasive, if not more, as any other professional game engine like Source, it's for a reason. The reason it not being meme software, you can actually get things done beyond hello world tier games. But as I said, it's not illegal to munch on turds, if you feel like it - go ahead. Just don't expect anyone to take you seriously, nor approve of your taste.

ok user. Have a good day.

Attached: saitama ok.jpg (400x390, 13K)

Just saying. I worked with like fifteen languages over the past decade, and GML is the worst in all respects. I know I'm beating a dead horse, but when someone says "GML is good", the only appropriate course of action is to retort with "no it fucking isn't".

It's okay user, I respect your preferences.

Attached: yurus.png (798x798, 972K)

What would you recommend? I'm doing it recreationally, so I'm not any any rush to meet funder rewards/professional deadlines/etc.

Just use Godot, you fuckin feggit.
I don't like either, but at least it's free.

>professional game engine like Source

I didn't have prior experience with it. I'll give it a look.