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Merge pull request #244 from YoYoGames/develop.gurpreet
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Prefab updates, remove marketplace & misc fixes
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gurpreetsinghmatharoo authored Feb 4, 2025
2 parents 8ae16ea + 7810f4a commit 8e97e54
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Expand Up @@ -33,6 +33,7 @@ <h1><span data-field="title" data-format="default">Asset Management</span></h1>
<li><a href="Rooms/Rooms.htm">Rooms</a></li>
<li><a data-xref="{title}" href="Extensions/Extensions.htm">Extensions</a></li>
</ul>
<p>Functions for Particle Systems can be found here: <a data-xref="{title}" href="../Drawing/Particles/Particle_Systems/Particle_Systems.htm">Particle Systems</a></p>
<h3 id="dynamically_adding_assets">Dynamically Added Assets</h3>
<ul class="colour">
<li><a data-xref="{title}" href="Sprites/Sprite_Manipulation/sprite_add.htm">sprite_add</a></li>
Expand All @@ -46,7 +47,7 @@ <h3 id="dynamically_adding_assets">Dynamically Added Assets</h3>
<li><a data-xref="{title}" href="Audio/audio_create_stream.htm">audio_create_stream</a></li>
<li><a data-xref="{title}" href="Audio/Audio_Buffers/audio_create_buffer_sound.htm">audio_create_buffer_sound</a></li>
</ul>
<p>Functions for Particle Systems can be found here: <a data-xref="{title}" href="../Drawing/Particles/Particle_Systems/Particle_Systems.htm">Particle Systems</a></p>
<p> </p>
<p>There are also extra functions related to the handling of game assets and tags added from the <a href="../../../Introduction/The_Asset_Browser.htm">Asset Browser</a>. These functions can be found in the following section:</p>
<ul class="colour">
<li><a href="Assets_And_Tags/Assets_And_Tags.htm">Assets And Tags</a></li>
Expand All @@ -60,7 +61,7 @@ <h3 id="dynamically_adding_assets">Dynamically Added Assets</h3>
<div style="float:right">Next: <a data-xref="{title}" href="../General_Game_Control/General_Game_Control.htm">General Game Control</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Asset Management
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<h1><span data-field="title" data-format="default">asset_get_ids</span></h1>
<p>This function gets an array of references to assets of the given asset type.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_note.hts"> </span> The returned array contains assets that you added through <a data-xref="{title}" href="../../../../Introduction/The_Asset_Browser.htm">The Asset Browser</a> as well as assets that you added <a href="../Asset_Management.htm#dynamically_adding_assets">dynamically at runtime</a>.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_important.hts"> </span> When &quot;<strong>Automatically remove unused assets when compiling</strong>&quot; is enabled (which it is by default), the returned array will not contain any assets that are not directly referenced in your project or marked with a used tag with <span class="inline2"><a data-xref="{title}" href="../../OS_And_Compiler/gml_pragma.htm">gml_pragma</a>(&quot;MarkTagAsUsed&quot;, &lt;tags&gt;)</span>.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_note.hts"> </span> For the asset type <span class="inline2">asset_script</span> the function returns both script assets (the ones you add to <a data-xref="{title}" href="../../../../Introduction/The_Asset_Browser.htm">The Asset Browser</a>) and the <a href="../../../GML_Overview/Script_Functions.htm">script functions</a> they contain.</p>
<p> </p>
<h4>Syntax:</h4>
Expand Down Expand Up @@ -56,7 +57,7 @@ <h4>Example:</h4>
<div>Next: <a data-xref="{title}" href="asset_get_tags.htm">asset_get_tags</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
asset_get_ids
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<h1><span data-field="title" data-format="default">asset_get_index</span></h1>
<p>This function gets the handle for a game asset from its name.</p>
<p>If the asset is not found, the function will return a value of -1, otherwise it will return the handle for the asset being checked. This handle can then be used in other functions as you would any other handle, like <span class="inline2"><a data-xref="{title}" href="../Sprites/Sprite_Instance_Variables/sprite_index.htm">sprite_index</a></span> or <span class="inline2"><a data-xref="{title}" href="../Paths/Path_Variables/path_index.htm">path_index</a></span>, for example. Please note that although this function can be used to reference assets from strings (see example below), you should always make sure that the asset exists before using it otherwise you may get errors that will crash your game.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_important.hts"> </span> When &quot;<strong>Automatically remove unused assets when compiling</strong>&quot; is enabled (which it is by default) attempting to get an asset using its name will return -1 if that asset is not referenced directly elsewhere in your project. To load assets dynamically using this function you must disable the game option or use <span class="inline2"><a data-xref="{title}" href="../../OS_And_Compiler/gml_pragma.htm">gml_pragma</a>(&quot;MarkTagAsUsed&quot;, &lt;tags&gt;)</span> with a tag assigned to the assets to be loaded.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">asset_get_index</span>(name);</p>
Expand Down Expand Up @@ -57,7 +58,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a href="asset_get_type.htm">asset_get_type</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
asset_get_index
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Expand Up @@ -20,6 +20,7 @@ <h1><span data-field="title" data-format="default">tag_get_asset_ids</span></h1>
<p>You supply either a single tag (as a string) or an array, where each item in the array is a tag (as a string), as well as the type of asset to check. The type of asset should be one of the following constants:</p>
<div data-conref="../../../../assets/snippets/Asset_Type_Constants.hts"> </div>
<p>The function will return an array, where each item in the array will be a single asset handle. If there are no assets of the type that have the given tag(s), an empty array will be returned.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_important.hts"> </span> When &quot;<strong>Automatically remove unused assets when compiling</strong>&quot; is enabled (which it is by default), the returned array will not contain any assets that are not directly referenced in your project or marked with a used tag with <span class="inline2"><a data-xref="{title}" href="../../OS_And_Compiler/gml_pragma.htm">gml_pragma</a>(&quot;MarkTagAsUsed&quot;, &lt;tags&gt;)</span>.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">tag_get_asset_ids</span>(tags, asset_type);</p>
Expand Down Expand Up @@ -60,7 +61,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a href="tag_get_assets.htm">tag_get_assets</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
tag_get_asset_ids
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<!--<div class="body-scroll" style="top: 150px;">-->
<h1>window_center</h1>
<p>With this function you can center the game window in the display when the target module is Windows, Ubuntu (Linux) or macOS, or you can center it in the browser if the target module is HTML5. This function has no effect on any other device.</p>
<p class="note"><span class="note"><b>NOTE</b></span> If you have resized the game window in the current step (for example, by switching from full screen to windowed or using <span class="inline"><a href="window_set_size.htm">window_set_size()</a></span>), and wish to center the new window, this function should be called at least 10 steps later (for example, by using an <a href="../../Asset_Management/Instances/Instance_Variables/alarm.htm">alarm</a>) otherwise it may not work correctly.</p>
<p class="note"><span class="note"><b>NOTE</b></span> If you have resized the game window in the current step (for example, by switching from full screen to windowed or using <span class="inline"><a href="window_set_size.htm">window_set_size()</a></span>), and wish to centre the new window, this function should be called at least 10 steps later (for example, by using an <a href="../../Asset_Management/Instances/Instance_Variables/alarm.htm">alarm</a>) otherwise it may not work correctly.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code">window_center();</p>
Expand All @@ -40,7 +40,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a href="../The_Game_Window/window_handle.htm">window_handle</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
window_center
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Expand Up @@ -20,6 +20,7 @@ <h3>Usage Notes</h3>
<ul class="Disc">
<li>For the <b>macOS</b> target, you <i>must</i> have unchecked the <a href="../../../../Settings/Game_Options/macOS.htm#start_fullscreen">Start Fullscreen</a> option and checked the <a href="../../../../Settings/Game_Options/macOS.htm#allow_window_resize">Allow window resize</a> option in the <a data-xref="{title}" href="../../../../Settings/Game_Options.htm">Game Options</a>, otherwise this function will fail.</li>
<li>This function will <i>not</i> work on HTML5 unless it&#39;s added in as a &quot;clickable&quot; callback (see <span class="inline3_func"><a data-xref="{title}" href="../../Web_And_HTML5/clickable_add.htm">clickable_add</a></span> for more details).</li>
<li>If you want to resize the game window after switching from fullscreen to windowed, you must do so after at least 10 steps of calling this function (for example, by using an <a href="../../Asset_Management/Instances/Instance_Variables/alarm.htm">alarm</a>) otherwise it may not work correctly.</li>
</ul>
<p> </p>
<h4>Syntax:</h4>
Expand Down Expand Up @@ -64,7 +65,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a data-xref="{title}" href="window_set_position.htm">window_set_position</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
window_set_fullscreen
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Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>window_set_size</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../../../assets/css/default.css" type="text/css" />
<script src="../../../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
Expand All @@ -17,31 +17,35 @@
<h1>window_set_size</h1>
<p>With this function you can change the size of the game window. On desktop platforms this usually refers to the client area of the window, excluding the title bar and borders:</p>
<p><img class="center" src="../../../../assets/Images/Scripting_Reference/GML/Reference/Cameras_Display/window_client_area.png" />If you use this function to change the size of the game window, the contents of the window will be scaled to fit with a 1:1 ratio to the background canvas which will keep the image crisp and clear (although scaled, if the window is different from the room or view size). For example, if you have a 200 x 150 pixel window, and the player stretches the window by dragging the borders, the final window size may be 400 x 300 pixels, but the drawing canvas is STILL 200 x 150, which gives a blurred image as the pixel ratio is now 1:2. However, if you use this function to change the window size, the 1:1 ratio is maintained, even though the image is scaled to fit the new window size.</p>
<p class="note"><span class="note"><b>NOTE</b></span> If you have changed the game window from fullscreen to windowed or vice-versa in the current frame, this function should be called at least 10 steps later (for example, by using an <a href="../../Asset_Management/Instances/Instance_Variables/alarm.htm">alarm</a>) otherwise it may not work correctly.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code">window_set_size( w, h );</p>
<table>
<tbody>
<tr>
<th>Argument</th><th>Type</th>
<th>Argument</th>
<th>Type</th>
<th>Description</th>
</tr>
</tr>
<tr>
<td>w</td><td><span data-keyref="Type_Real"></span></td>
<td>w</td>
<td><span data-keyref="Type_Real"><a href="../../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
<td>The new width of the window.</td>
</tr>
</tr>
<tr>
<td>h</td><td><span data-keyref="Type_Real"></span></td>
<td>h</td>
<td><span data-keyref="Type_Real"><a href="../../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
<td>The new height of the window.</td>
</tr>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code"><span data-keyref="Type_Void">N/A</span></p>
<p> </p>
<h4>Example:</h4>
<p class="code">if (mouse_check_button_pressed(mb_left)) <br />
<p class="code">if (mouse_check_button_pressed(mb_left))<br />
{<br />
    global.scale += 1;<br />
    window_set_size(200 * global.scale, 150 * global.scale);<br />
Expand All @@ -57,7 +61,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a href="../The_Game_Window/window_set_rectangle.htm">window_set_rectangle</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
window_set_size
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14 changes: 4 additions & 10 deletions Manual/contents/IDE_Navigation/Menus/The_Marketplace_Menu.htm
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<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>The Marketplace Menu</title>
<meta name="generator" content="Adobe RoboHelp 2019" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
Expand All @@ -16,15 +16,9 @@
<!--<div class="body-scroll" style="top: 150px;">-->
<h1>The Marketplace Menu</h1>
<p><img alt="The Marketplace Menu" class="center" src="../../assets/Images/IDE_Input/Marketplace_Menu.png" /></p>
<p>Apart from creating your own assets and code for your projects, you also have access to the <span data-keyref="GameMaker Name">GameMaker</span> Marketplace where you can download both free and paid assets to be added to your projects. You can find out more about the Marketplace from
the section on the <a href="../../Introduction/The_Marketplace.htm">GameMaker Marketplace</a>, and the options from this menu are given below:</p>
<p>Apart from creating your own assets and code for your projects, you also have access to the <span data-keyref="GameMaker Name">GameMaker</span> Marketplace where you can download free assets to be added to your projects. You can find out more about the Marketplace from the section on the <a href="../../Introduction/The_Marketplace.htm">GameMaker Marketplace</a>, and the options from this menu are given below:</p>
<ul class="colour">
<li><strong>Go to the Marketplace</strong> - Open the Marketplace window where you can browse for assets.</li>
<li><strong>My Library</strong> - View your current Marketplace content library.</li>
<li><strong>My Purchase History</strong> - This option will open a browser and take you to the account page for the logged in user so you can see the purchase history for that account.</li>
<li><strong>Update Existing Package</strong> - This option will open the <strong>Update Package Wizard</strong> so you can update an existing Marketplace package that you have previously created.</li>
<li><strong>Create Package</strong> - With this option you can open the <strong>Create Package Wizard</strong> to create a new asset package or tutorial for the Marketplace.<br/>
</li>
<li><strong>Open Marketplace</strong> - Open the Marketplace website where you can browse for assets.</li>
</ul>
<p> </p>
<p> </p>
Expand All @@ -35,7 +29,7 @@ <h1>The Marketplace Menu</h1>
<div style="float:right">Next: <a href="The_Layouts_Menu.htm">The Layouts Menu</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2021 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
The Marketplace Menu
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