twisterghost

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Games (19)

Elicti (Old version)
February 08, 2006
LOLOMGWTFBBQ
June 26, 2006
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April 17, 2006
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April 20, 2006
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April 25, 2006
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April 26, 2006
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November 02, 2006
Spinning Squares
December 02, 2006
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December 10, 2006
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December 25, 2006
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February 07, 2007
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January 01, 2007
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GameMaker Studio 2
Posted on November 02, 2016 at 11:28

https://www.yoyogames.com/blog/397

Thoughts coming later

Thoughts:

Looks pretty neat-o, if I do say so myself.

~tg


26 Results
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I expected a subscription model. I like this more though.
Posted by Cpsgames November 02, 2016 11:44 - 4.7 months ago
| [#01]

I hate to say it, but this looks fucking awesome. Agree with cps about the pay model.
Posted by Mush November 02, 2016 11:54 - 4.7 months ago
| [#02]

Zuurix approves.
Posted by Zuurix November 02, 2016 12:37 - 4.7 months ago
| [#03]

Wait, they finally decided to change the UI that has been there since Game Maker 4 or something? But.. the traditions!
Posted by Jani_Nykanen November 02, 2016 12:59 - 4.7 months ago
| [#04]

Posted by Aistarin November 02, 2016 13:04 - 4.7 months ago
| [#05]

That new image editor... I like it...

The new DND system looks very close to Unreal Engine's Blueprint system, which is a good thing.
Posted by Mega November 02, 2016 13:51 - 4.7 months ago
| [#06]

I can't say anything about it. I would have to wait till YoYo lifts the nda I signed.
*Spoilers*
Posted by mazimadu November 02, 2016 16:59 - 4.7 months ago
| [#07]

Wow... That's actually really great! I've been needing that auto tile feature all my life.
Posted by LAR Games November 03, 2016 12:07 - 4.7 months ago
| [#08]

My only gripe is that the Master Collection doesn't sound like it's a thing anymore... you can upgrade and get Desktop, Web, UWP and Mobile capabilities for a couple hundred bucks off of what GMS Master Collection cost full-price, but you'll have to pony up more for any future supported platforms (PS4, XB1, Switch, etc.).

If PS4, XB1 and Switch each cost $400, post-50% discount that's $200 apiece... or another $600 altogether added onto the price. So at least $1100 to upgrade from the Master Collection.
Posted by S3xySeele November 03, 2016 15:39 - 4.7 months ago
| [#09]

I got into the beta this morning so I've been toying with it a bit.

Man, this IDE is fantastic. It feels like a modern sleek ide and not some hacked together mess from 2005. Well done.
Posted by Cpsgames November 04, 2016 11:05 - 4.6 months ago
| [#10]

Beta is up again, 110 slots as of right now!
Posted by Aistarin November 04, 2016 19:13 - 4.6 months ago
| [#11]

Shit's dope, still going to use GM:S until I fully complete Cannonauts, but after that it's going to be a toss up between either GM:S + Parakeet OR GMS2

Still wish GML had pointers, but it's all good.
Posted by Acid November 04, 2016 20:41 - 4.6 months ago
| [#12]

Got into the Beta this morning (Was at 450 open slots last I checked). The new interface is paradoxically both more professional and less professional.

Couple of pros so far:
> Can choose a pure GML project (No DND interface, adding a new event opens a code window immediately).
> Sprite editor has many features that should be standard by this point (Including layers and a proper animation timeline).
> Workspaces can be zoomed and panned. Only thing that'd be nice is if you could zoom out and double click on, say, a code window you're looking for and it'll zoom to that.

Cons:
> The interface is vastly different. You'll be spending a lot of time just getting used to it.
> The image editor's copy+paste function is mildly annoying - it copies your selection into a brush, and then allows you to click-to-paste it wherever you want. That is useful, but getting back to the default pixel brush requires more steps than I like. There may be a hotkey for that though that I'm missing.
> The collision mask in the sprite editor automatically sets itself to 64x64, no matter what the sprite size is. This feels like a bug, not a conscious design choice.

I'm going to spend some time today digging into the GML reference, and see if there are any additions/changes to the language.
Posted by Mega November 05, 2016 9:42 - 4.6 months ago
| [#13]

Posted by Mairu November 05, 2016 10:56 - 4.6 months ago
| [#14]

Big things I got from the New Functions list:
> Array literals
> Ternary expressions
> 3D camera system
> Room layer manipulation (Including per-layer instance activation/deactivation)
Posted by Mega November 05, 2016 12:53 - 4.6 months ago
| [#15]

Other useful things:

- You can set the project's default FPS in the game options
- You can set the default build option for Windows (zip, installer) rather than using the dialog each time
- It looks like you can choose your runtime from the Preferences, the runtime version not being tied to the IDE version presumably
- Auto completion for ALL variables: local, global, and script
Posted by Cpsgames November 05, 2016 12:58 - 4.6 months ago
| [#16]

Just got it yesterday and It feels so amazing. So many new changes and it's so much faster!
Posted by samuraikill November 07, 2016 19:05 - 4.5 months ago
| [#17]

Hmm... I use a lot of those obsolete functions. Especially the "random" math functions. I wonder how I'd do the same thing with Game Maker 2.
Posted by LAR Games November 07, 2016 22:57 - 4.5 months ago
| [#18]

I have been annoyed about the lack of support for Spine events in GM. It really limits the possibilities I can do with my animations. Then I saw this, what is that?

Posted by mazimadu November 07, 2016 23:04 - 4.5 months ago
| [#19]

I'm sure it's probably listed in the included help file.
Posted by Cpsgames November 08, 2016 1:04 - 4.5 months ago
| [#20]

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