Hi guys,
Title says it all really. Has anyone ever successfully created a BulletML script for GameMaker Studio?
Pretty sure I'm not the only one interested in this, but alas my code-skills are lacking when it comes to incorporating BulletML code in GMS.
I've coded my own bulletpattens with adaptive difficulty for Hyperspace Invaders. Surely that was a fun and interesting thing to do.
For the next iteration though it seems like BulletML is the only good way to go.
There already is a great plugin for Unity3D that makes it easy for everyone to use BulletML patterns.
GM:S however is cheaper, more accessible to the noob-programmer, and has become way faster and more stable over the years, so I think the idea is worth pursuing.
Anyone up for this?
[REQ] BulletML for GM:S
[REQ] BulletML for GM:S
Hyperspace Invaders II: Pixel Edition - Available on STEAM NOW!
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BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: [REQ] BulletML for GM:S
[insert generic "did you even use the search function before posting" rhetorical question here]
The GMC had a couple of threads with people attempting to get BulletML in back in the day, tripping on trying to XML file parse themselves, this guy was smart and used an XML parser plugin made by another member of the GMC and got it working that way.
I ended up finding it easier for me to create my own patterns by hand rather than try to manipulate XML files personally so I didn't end up using it like I implied in the thread - that was several years back though and I was a lot less GML-savvy back then. As long as the DLL uses the correct function calls however, I can't see why it couldn't be made to rise again in Studio as long as its set up correctly.
Of course the other problem with this is that you're externalising gameplay data. For a Danmakufu-like that may be a good idea but I'm not so sure this would be a good idea in a commerical product.

The GMC had a couple of threads with people attempting to get BulletML in back in the day, tripping on trying to XML file parse themselves, this guy was smart and used an XML parser plugin made by another member of the GMC and got it working that way.
I ended up finding it easier for me to create my own patterns by hand rather than try to manipulate XML files personally so I didn't end up using it like I implied in the thread - that was several years back though and I was a lot less GML-savvy back then. As long as the DLL uses the correct function calls however, I can't see why it couldn't be made to rise again in Studio as long as its set up correctly.
Of course the other problem with this is that you're externalising gameplay data. For a Danmakufu-like that may be a good idea but I'm not so sure this would be a good idea in a commerical product.