BananaFaction
Member
A lot of those things you mentioned are things that Godot has. So imo and I think I mentioned this before in an earlier post; they just need to reach feature parity with Godot 2DengineWise because programming/workflow is still much easier in GMS2 than Godot. Also GMS2 will have 1 thing that Godot will never have, Console exports. (yes I now you can hire a third party to export your Godot game but thats probably going to cost way more)Let me help them:
- sprites: as flash is dead, instead of SWF support we should get SVG import instead (even if that still means vertex models); mesh morhping (among with Spine support for it); sprite attach points
- tilesets: 47 tiles generator of big tilesets from 9-tiles/5-tiles images
- paths: bezier splines
- new resource: polygon shapes definition for room editor to detect if we're inside/outside of it on runtime (for AI, defining areas, collisions maybe)
- new resource: particles + editor
- fonts: singed distances fonts, so we can scale them up with nearly no pixels visible on edges
- rooms: ability to add text on layers; universal layer (so every type of resource can be placed there - that's possible at runtime already); ability to put "markers" on room, to mark/name places which x/y we want to access later at runtime so something might happen on them (teleports, npc waypoints, ai etc.); polygonal areas mentioned earlier
- new resource: data sources, for csv, json, text files, which can be accessed at runntime, but aren't exported from executable like included files, and are embed inside game (could be used for languages, levels generations, dictionaries, configurations)
- gml: data structures as references, so we don't need to care anymore about memory leaks with ds_xxx as GC will flush them
- support for game translations
Now they have my feedback, and we can talk about future plans
One other thing they need/should add is basically yellowafterlifes GMlive extension (build in that functionality into the engine by default, Godot already has this functionality as well) I dont really see Unity or Unreal as gamemakers direct competition to be honest. I think its closest competitor is Godot in case that wasn't already obvious
I could go on but youve already covered a whole bunch that needs to/should be done