Gamemaker studio 2 macros
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The new GML code editor is still somewhat rough, but shows promise of numerous improvements.
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While not particularly useful for advanced GMS users who are already familiar with programming in GML, it’s a nice improvement to the way the DnD system works. If you try to convert GML into DnD, rather than a sequence of DnD actions, you’ll get your GML code wrapped up in an Execute Code DnD Action, and the Object Editor will switch to DnD mode, allowing you to continue programming with DnD actions. Formerly, in previous versions of GameMaker, there was no way to convert DnD to GML code, other than to manually re-write everything. This is a one-way conversion, and should help users who want to “graduate” from DnD programming to GML programming. The action_ GML functions are obsolete in GMS2, and are no longer needed. DnD Actions can convert directly into GML with a single menu command. These functions were mostly redundant, being equivalent to other GML functions and expressions, for example hspeed = number In GMS1.x and earlier, DnD Actions were iconographic representations of special GML functions that started with action_ for example, action_set_hspeed(number). But it’s nevertheless true that for certain people, they feel intimidated by programming or typing, and an intermediary step of using DnD like “training wheels” until the new user has an understanding of GameMaker’s fundamentals and is ready to move on to GML, has been one of GameMaker’s defining features. Learning to code by typing out instructions isn’t that hard, and is arguably the better way to learn in the first place. Unfortunately I expect this will have the undesired effect of making DnD too complex to use for beginners and non-programmers, making it questionable how valuable the DnD system will be in the future. While it’s reasonably easy to pick up a DnD library with a small number of actions, this quickly becomes unwieldy as the number of actions grows. Similar to Chinese or Japanese, where every written word has its own symbol, there’s a DnD icon for every GML function. Unfortunately, this means that there are vastly more icons needed to represent all of these new DnD actions, making them harder to learn. Vastly expanded in GMS2, there are now DnD equivalents to just about every function in GML. But briefly, Drag-n-Drop has been completely overhauled in GMS2. I’ll be focusing mainly on the GML version, since that’s what advanced users will use. Probably the most important feature of either variant is its interface for defining actions in your Object’s events. Most users will probably prefer to create GML projects and work in the code editor, but beginners, younger users, and non-programmers may prefer the DnD option. Which variant you get is currently determined when you create a new Project, but you can switch at any time. The Object Editor comes in two flavors: Drag-n-Drop (DnD) and Code Editor (GML). The GameMaker Community Forums have been very active in discussing the UX issues created by the new UI, though, so don’t be surprised if YYG do make a few changes in future updates. There’s a few Preferences in the Text Editors section that will make this easier for you, should you want to configure them: Users will either love or hate Workspaces and Chain View windows, and if you’re one of the ones who hates them, you’ll need to get used to breaking the editor out into its own window and maximizing it, as this seems to be your only recourse for now. This takes some getting used to, and occupies quite a lot of space on screen, which for users with smaller displays can make it a problem to work with Objects inside of a Workspace.įortunately, Object Editor windows, like any other window, can be broken out of the main GMS2 window and maximized, to fill up the entire screen if desired. If your object happens to be a Physics object, or has Parents or is a Parent, then the Parent and Physics sub-panels will also chain themselves to the main Object editor form. Chained to it are the object’s Events, and the Code Editor (or DnD Editor) will be chained off of the Events sub-panel. The main Object window shows the object’s basic properties: the Name, Sprite, Collision mask, and Visible/Solid/Persistent/Physics properties, as you can see. The idea is that different parts of the Object editor should all be visible, not overlap each other, connected visually. The most notable change in the Object Editor is that sub-windows are “chained” to the main form, in what YoYoGames is calling “Chain view”.
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