Gamemaker studio 2 linux

Gamemaker studio 2 linux

Compiling your game can mean one of two things: compiling it for testing, or compiling it to create an asset package for a specific target platform. Testing your game can be done by simply pressing the Play button at the top of the IDE, which will launch the game for testing using the specified target. You can also run the game in Debug Mode by testing using the Debug button . This will run the game, but also open up the Debug Window, where you can monitor how your game performs and debug any issues (see the section on Debugging for more information).

By default GameMaker Studio 2 will run and debug using the built in VM (virtual machine), which is more or less the same as running on the desktop OS being used. However GameMaker Studio 2 is a cross platform engine and you can test, debug and compile asset packages of your projects on a number of different target platforms (the exact platforms available will depend on the details of your licence). To change the current target platform you can click on the Targets button to open the Targets Window, which will look something like this (exact details will vary based on your licence type):

At the top, beside the Targets button, you have the current settings which tells you the platform and the specific settings actually being used, and then the rest of the window is taken up with the details and options for all the available targets which you can select to use instead. Each section of this window is explained below:

The first column of the Target Manager is dedicated to the Remote Workers that you have available. To begin with, you will only have a single «Local» machine listed here, which is the machine that GameMaker Studio 2 is installed on, but you can also configure a Remote Worker to use. When a Remote Worker has been configured, you will then be able to select it from the list here, and have it build your projects rather than use the host machine where GameMaker Studio 2 is installed.

For more information on how to set up and use Remote Workers, please see the section below:

This section lists all the available target platforms. The contents of this list will vary depending on the licence that you have, but will always have at least the «Test» target. To select a target, simply click on it. This will then update the rest of the options windows to show different details depending on the platform selected.

Each target platform can have one or more output formats, the main ones being:

    VM: The VM (Virtual Machine) target uses a generic runner for each platform and then interprets the code for your game. In general this option is used for testing due to its faster build times, but it does not offer the same performance boost that using the YYC option (if available) offers. You can use this to compile smaller game or games where performance is not ever going to be an issue, however.

YYC: The YYC (YoYo Compiler) takes the normal GameMaker Studio 2 output and compiles it into native code for the target platform, «stripping out» unneeded functions and performing a host of other optimisation techniques to create a smaller and performance enhanced executable. This can increase your games performance by at least two or three times, especially on logic-heavy games, ideal for those larger or CPU intensive games. Compile times may take longer and you should always clear the compiler cache before building any final complete asset package for a target platform. Note that the YYC target may require extra tools to be installed for the platform selected, otherwise it will not work — you can find further information about this from the YoYo Games Help Center as well as on the individual target Preferences pages detailed in this manual.

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  • JavaScript: The JavaScript target will only be available for a few targets, like the HTML5 target, and sets the game to be compiled to pure JavaScript.
  • Certain platforms (like iOS or Android) permit you to associate one or more devices with GameMaker Studio 2 so that games can selectively compile to them. Initially, the device list will be empty and you need to click on the Pencil icon to open the Device Editor:

    Here you can add new devices as well as have GameMaker Studio 2 test for a connection to any device(s) that may be connected. The exact contents of this window will depend on the platform specifics (see the section on the Device Manager for exact details for any given platform). Once a device has been found or added, it will then be shown in this window, like in this example image for Android:

    The exact procedure and requirements for setting up devices and troubleshooting issues can be found in the appropriate section of the GameMaker Studio 2 Knowledge Base.

    As explained in the section on Configurations, you can store certain details for compiling your game as Configs. This section of the Targets window permits you to have GameMaker Studio 2 automatically select a specific configuration for a specific target platform.

    Creating A Final Executable Package

    Compiling your game project to any target platform will require that you have set up the correct build tools (see here) and also filled in the appropriate Platform Preferences. Once you have done that you can simply click the Create Executable button in the IDE to start the compiler build or select Create Executable from the Build Menu. Either option will open a file explorer window where you can give the final name that you wish to use for your game package before clicking Save to start the compile and build process. Once you have done this, the necessary files will be generated so that you can distribute it as you wish.

    Each target option saves to a platform specific format, listed below:

      Windows — Compiling for the general Windows OS will first request that you choose between creating an Installer or a Zip package, where the installer will be a single executable that will install your game, and the Zip file will be a single zip format compressed file with all your game files stored within (the files will need extracted for the game to run). If you check the box marked Remember Packaging Option then GameMaker Studio 2 will remember the choice for all future compiles (this can be reset or changed from the Windows Preferences). You can find out more from the YoYo Games Help Center

    Ubuntu (Linux) — Ubuntu (Linux) apps can be compiled as *.zip files. You can find out more from the YoYo Games Help Center.

    HTML5 — If you have chosen to build HTML5, then an index.html file (this is the default name, but you can give your own name too in the Platform Preferences) along with a folder containing your games files will be created and saved to the specified location. For your game to work you will need both of these to be uploaded to a server. The index.html can also be customised to show your game with a different background colour, or at a different position etc. but a knowledge of HTML is necessary for this, and you can also specify your own custom index file when you build the package (see the HTML5 Game Options). You can find out more from the YoYo Games Help Center.

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    Android — For Android devices, you can choose to build an *.apk or an *.aab (Android App Bundle) file from the window that is shown for saving the game: The type of file you choose will depend on the store that you wish to target, with the *.aab file being required for Google Play, while the *.apk file can be used on all other stores. You can find out more from the YoYo Games Help Center.

    iOS — Compiling to iOS will create an xarchive file which is then used in Xtools to create the final iOS package. Note that to compile for iOS you will require an Apple Mac computer running OSX or higher as well as the relevant certificates and permissions. You can find out more from the YoYo Games Help Center.

    macOS — The macOS target will build either an *.app file or a *.pkg file, depending on whether you want to later upload it to the Mac App Store or not. As with iOS you will require an Apple Mac computer running OSX or higher as well as the relevant certificates and permissions. You can find out more from the YoYo Games Help Center.

  • Windows UWP — For Windows UWP, GameMaker Studio 2 will create an *.appx package which can then be uploaded to the Windows Store. When you click the Create Executable button you will be prompted to tell GameMaker Studio 2 which type of package you would like to create (can be either for ARM, x64 or x86 architectures), and you should choose that which targets the devices your game will be supported on: If you check the box marked Package For Store Upload, then the final package created will be an .appxupload file, which is what Microsoft specifies should be used for submitting apps to their store, as explained in this article here. Also note that you can set the default Packaging Option from the UWP Preferences) so that GameMaker Studio 2 remembers the choice for all future compiles (meaning this options window will not be shown). You can find out more about setting up and compiling to UWP platform from the YoYo Games Help Center.
  • Once you have created your executable asset package you can then give the file to other people or place it on your website to download, or upload these files to the different hosting services for individual distribution or even to online stores (like Google Play, iTunes or the MS Store) for general distribution and retail.

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    Everything you need to start making games

    Let’s Make a Game

    Free video and written step-by-step tutorials and pro tips showing you how to make amazing games.

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    Make a game using our easy to learn GameMaker Language or Drag and Drop for no-code development.

    Used by indie developers, professional studios, and taught at schools, colleges, and universities worldwide.

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    Gamemaker studio 2 linux

    GameMaker Studio 2 Desktop

    The Video ad says cross-platform, but I don’t see Linux or Mac system specs on the store page.

    So is this software going to get multi-OS support or not?

    Mac (setup guide here [help.yoyogames.com] )

    Xcode 8.2.1 (which requires OSX El Capitan 10.11 or macOS Sierra 10.12)
    OS X 10.6 or later is required for non-App Store games
    OS X 10.9 or later is required for App Store games

    Be aware we do not support Xcode 8.3

    Ubuntu (setup guide here [help.yoyogames.com] )

    14.04 LTS 64bit is the only distro we support
    Other distros can use the game packages we generate and may also be used when building, but we do not offer support for this.

    From what I read, it sounds like is not What Linux devs would want. As it sounds like the Software is running on a windows system and connecting to a Linux PC via SSH.

    Linux devs will be wanting the IDE software to run Natively on Linux, not having a windows VM or system connected to the network.

    The IDE will run on Windows and Mac but not Linux. We don’t currently have plans for a linux version but if enough people show interest then we may look into it.

    The Mac IDE will be going into closed beta on March 22

    The IDE will run on Windows and Mac but not Linux. We don’t currently have plans for a linux version but if enough people show interest then we may look into it.

    The Mac IDE will be going into closed beta on March 22

    In unity (free) you can also develop 2d & 3d games and it has export options for all know platforms for FREE and a large store with plugins and a very huge community that answers your quiestions with good code.

    In unity (free) you can also develop 2d & 3d games and it has export options for all know platforms for FREE and a large store with plugins and a very huge community that answers your quiestions with good code.

    I think he’s trying to say that you might want to try Unity instead. Not that I agree or disagree, but I think that’s the gist of it.

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