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Creating screen wrap room in gml
Creating screen wrap room in gml









creating screen wrap room in gml
  1. #Creating screen wrap room in gml software
  2. #Creating screen wrap room in gml code

Trying to share files between GM:S projects is a pain. Need to debug something? You're probably best off using print statements and on-screen text, as GM:S' debugger is very clunky to use and has very little features compared to any other debugger. Hell I totally forgot about the overly-long compile times. Want to animate a sequence like a cutscene? Instead of being able to do it in a sequencer or animation timeline like most modern engines, you have to program everything manually with framecounters and probably go through a ton of compiles. On the flip side, there's a ton of things that GM:S *lacks* that make it feel more like a basic framework than a fully-featured engine, to the point where you have to put unnecessary effort into things that are commonplace in other engines. To me this presents a Ship of Theseus-esque question: if we're going out of our way to not use GM:S features, why are we using GM:S in the first place? Like the only real reason I can think of is because of the GML language, and even then if you understand GML I don't see why you wouldn't be able to transition to a more commonplace language.

creating screen wrap room in gml

Pretty much everyone and their mother says that drag-and-drop is terrible and there's no reason to use it over GML, most people use a frame counter and if statements instead of using timelines, and the Mega Engine uses it's own gravity and xspeed/yspeed system instead of the built in gravity and hspeed/vspeed variables. I could on for hours about how bad the room editor is.Īnother thing that makes me question why we use GM:S is the fact there are several features of GM:S that we pretty much go out of the way to *not* use, especially with the Mega/Megamix engine. 83 to the object's scale values even with a consistent grid size, the minimap is inaccurate and doesn't always update, there's only *one* undo step. The room editor is stupidly inefficient when it comes to placing tiles, scaling objects will sometimes randomly add something like.

creating screen wrap room in gml

#Creating screen wrap room in gml code

GM:S, however, falls right into the former camp.Įvery sub-editor feels like it has some kind of flaw that makes it a pain to use the base IDE has random access violations and can take several seconds to load basic windows editing code is really inefficient due to the large amount of windows you have for objects (to the point where people use a completely separate program like GMedit) and worst of all, the room editor.

#Creating screen wrap room in gml software

I'm a big believer in that a person using software should never be angry at the program *itself,* just angry at whatever problem they're trying to solve. I figured it's been long overdue that I do a write-up explaining *why* I hate GM:S and why I think Mega Man fangame devs (and the gamedev community in general) is holding themselves back by using it. If you're on the MaGMM元 Discord you've probably seen me complain about GM:S on a semi-frequent basis.











Creating screen wrap room in gml