I've successfully used this callbacks recently, and they're GREAT! - easier to code and maintain than the Async events once there are a few in there, imo....Not in 2.x lifetime but in the new runtime we plan on using function callbacks as the main async paradigm going forward.
something in Qt or GTK or Godot like program pattern of subscription&publicationI have no idea what signal&slots is so I am unable to compare the two.
I have to say, for professionals these are obviously great, but I started helping on a legacy retro game recently, which had FMOD integrated. Not only did I get compatibility issues when exporting to HTML5, but it was a HUGE resource hog - simply playing a sound in some cases, used an unacceptably high percentage of CPU resources, so we stripped it out and went for native GML functionality - Not as tailor-able, but overall a huge improvement....Full support for FMOD and WWISE require improvements to the extension mechanism and toolchain these are coming in the New Runtime and we are looking to support external libraries such as these in that timeframe. You are welcome to create your own extension on the current runtime to support them, we are not planning to.
“New Runtime” is my new favorite thing ever. At my studio we’re extremely excited about multithreading and the Runner overhaul! Hope it comes sooner than later.The New Runtime is built around allowing for multi-threading and multiprocessing and while this will not be enabled day one (our initial focus will be on compatibility to ensure that current projects will work on the new runtime) we will be rolling this out once we have released the New Runtime.
Please refer to the first part of this answer.Speaking of build-in audio functions, are there any plans on updating the audio system at some point? Game Maker is okay at playing sounds, but it definitely could use some improvement especially in music (Streamed sounds) department
Just for reference: draw_enable_draweventAre there any plan to build and run the gms application as a server in headless enviroment without monitor?
This will depend the x11 libraryJust for reference: draw_enable_drawevent
I second this question. Would love to have a way of forcing some consistent formatting in the native IDE. Ala prettier for visual studio code.Are there any plans to add code auto-formatting to the code editor?
I have a tutorial on how to accomplish this, which IIRC you've seen -Are there any plan to build and run the gms application as a server in headless enviroment without monitor?
This is certainly a "correct" way to do it. But it is certainly more tedious to have to assign tags to all those audio assets, depending on how big the project is. If you guys are not going to be able to add what I'm looking for, I may have to resort to tags to move on.You can already iterate over individual types of assets and get assets that have tags, I would suggest that you use the tagging mechanism as this is what it was intended to allow (get lists of assets that you are interested in at runtime, and allow ad hoc communication from authors to runtime).
it'd be nice if all resources would get auto assigned a tag referring to their asset typeThis is certainly a "correct" way to do it. But it is certainly more tedious to have to assign tags to all those audio assets, depending on how big the project is. If you guys are not going to be able to add what I'm looking for, I may have to resort to tags to move on.
That would actually be a VERY viable alternative to get what I need. @iampremo what do you think of this one? It would be perfect for my needs.it'd be nice if all resources would get auto assigned a tag referring to their asset type
Yah, having Asset Tags slightly more accessible would also be useful - I'm thinking along the lines of having the assets browser list the tag array next to the object name, in itallics, comma spaced tags and all easily editable by clicking and typing - and perhaps toggled visibility on/off.it'd be nice if all resources would get auto assigned a tag referring to their asset type
I like this but I think a tickbox in Preferences would be better suited to toggle it as not everyone would require it or want every asset having extra tags - the more options the better!it'd be nice if all resources would get auto assigned a tag referring to their asset type
Not just this, but what about toggling GM scaling modes as well?Will we ever get the ability to toggle the window border via GML? For e.g., so I could make a game that gives the user the option to switch between windowed, full screen, and borderless full screen?
I have already submitted a feature request on this, but it was quite some time ago.
If anyone is thinking about suggesting using a DLL for this:
I know that's an option, but I have my reasons to avoid DLLs whenever possible. My summed up reasoning is that native code gives me more confidence in extended support and stability. Plus, I have tried an extension for borderless window toggling in the past, and it crashed my games at random.
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I also just wanted to say that I'm happy to see this Q&A thread and the general quality of the responses.
And I'm happy to see more 3D functionality may be considered at some point.
This is still in the list of features that we would like to add (just not in the public roadmap) but it’ll not be in the 2.x lifetime.There used to be a feature on the roadmap for Sprite Attach Points (I think based on a suggestion of mine), where you can create animatable named or numbered anchor points on sprites (placed with mouse per frame) which you can then call the position of and use for example to attach particle emitters to animated characters... However, it seems to have disappeared from the list. I was wondering if this or something like it is still coming to GMS at some point as I was looking forward to having such an option. It's possible to code around the problem, but it would be really handy to have.
It’s not been the highest priority (licence payments, and some other areas have been so far) but it is on our Web Roadmap and will be a complete rewrite of the whole system, including using npm for deliveryI remember confirming (at the first QA under Opera), that you will revamp marketplace. I have not seen any significant improvement yet, at least improvements that could justify the word "revamp", while I saw major changes and/or improvements on other web places run by Yoyo Games (eg Tutorials and Acounts pages). Considering that a polished and user friendly marketplace could be a real money maker, I was expecting to have seen such a change by now...
Are you consider revamping the marketplace as a high priority? Is it going to happen soon?
YesPlans for the "New Runtime" to seamlessly import 2.x projects?
Yes it was already mentioned that the triggers will have multiple possible shapes: line, line strip, rectangular, ellipse, and polygonal.About triggers, can you define them in polygonal shape? I think they could be also be used for platform collisions too, and polygon shapes would make slopes etc. Easy to define.
No, we are not just trying out new things for the new runtime, those features will be supported in the new runtime (and further developed).Now as you have said, "not in 2.x runtime", so you are planning new runtime version as current has limitations. While you are doing new features and updates for GMS2, do they have double-purpose to visit areas you need to know about - or more experience - for new runtime? Like trying to find what works and what not, or just get experience about necessary things, so you can build new runtime more smoothly?
We don’t have any further information to discuss at the moment.when you say certain things are planned for a new/different runtime I guess you mean for 3.x.x or something like that. Will this be the next version of the software (gms3) and if so gms2 perpetual users would need to subscribe to be able to export to desktop etc… also any ballpark figure date or timeframe for when this new runtime is planned for release?
All we can say at the moment is that we have a new runtime and compiler/toolchain in the works. We can’t say anything further about future versions of GameMaker.@iampremo
What will be the limitation of the free version of GMS 3?
And so there will never be a permanent license any more? I mean we would have only free users & subscribers?
1,000,000:1 oddsBet on new name: Gamemaker Studio GX
YesAre there any plans to add code auto-formatting to the code editor?
This has been discussed but not in the 2.x lifetimeAre there any plan to build and run the gms application as a server in headless enviroment without monitor?
YesSpeaking of build-in audio functions, are there any plans on updating the audio system at some point?
File a feature request - we are open to these ideas (no guarantees though)On that note, is there plans for better external code editor support? It would be nice to open an object and have all the scripts load in another editor automatically or something of the like.
This is certainly a "correct" way to do it. But it is certainly more tedious to have to assign tags to all those audio assets, depending on how big the project is. If you guys are not going to be able to add what I'm looking for, I may have to resort to tags to move on.
it'd be nice if all resources would get auto assigned a tag referring to their asset type
That would actually be a VERY viable alternative to get what I need. @iampremo what do you think of this one? It would be perfect for my needs.
You should be able to tag a folder and everything within that folder gets that tag but there is a bug in at the moment that is stopping it from working.Yah, having Asset Tags slightly more accessible would also be useful - I'm thinking along the lines of having the assets browser list the tag array next to the object name, in itallics, comma spaced tags and all easily editable by clicking and typing - and perhaps toggled visibility on/off.
This will be part of the new runtimeAny movement on allowing the creation of tilesets at runtime so they don't have to be setup in the IDE beforehand? (#134719 )
Still in the backlog, one day we'll hopefully get to itHow about adding "Convert to Tileset" to the context menu when right clicking a sprite in the Asset Browser to save clicks from having to create the tileset, name it, assign the sprite etc manually and be a more streamlined workflow. (#155331)
This is something that bothers us too, we will get round to fixing this eventually!Any updates on having the IDE remember it's previous size and position when launching instead of always starting full screen? (#153814)
This seems to be something on their side but we are still investigating to see if there is something else we can doAny progress with the Corsair Keyboard "set scheduler resolution" bug? (#182649 )
This is being/has been fixedBonus: Will we ever get to see the main Events with Begin/End variants listed in a logical order or is it destined to forever annoy people like me? (#155335)
Yes we are working on future features and sometimes these are not announced/released until a considerable time later. We have been working on the new toolchain/runtime for multiple years now and it is only recently that we have been able to speed this up with our increased headcount.While on first 3 pages of this topic we can see a lot of times "not in 2.x lifetime/not in current runtime", on fourth answers started to mention "new runtime". Does that mean it's already in the works, and while it will be released when it's ready, it's planned somewhere around end of current roadmap? When we look on roadmap, only "secure web sockets" and "triggers" seems to be bigger changes for runtime, others are IDE-only, or are re-using existing features (like particle editor - where particles layers and emitters as resources need to be added in runtime, but rest is already there). Seems like runtime features are less visible on roadmap (yet), to prevent double-work on both runtimes maybe, and since in latest beta there's "boolean" type introduced, that also sounds like we're getting prepared for some bigger changes in future already in current runtime.
Extensions are the way to do this, we’re not planning on supporting it.Will we ever get the ability to toggle the window border via GML?
Not sure what you mean by this but you can draw the application surface yourself so should be able to do anything you want with that. Use the Post-Draw event to get your desired results.Not just this, but what about toggling GM scaling modes as well?
Yeah, because all things in IDE are loaded from plugins and are modular, it's not that hard to update only some of resource editors, in same way runtime might already support some new features which will be added to IDE later - seems that GMS2 became modular enough during it's lifetime, that there will be no one big jump between version, like between 1.x and 2.x. Moreover, as some new windows are still coming (GUI Editor, Particle Editor), and we got several new ones in recent months (Sequences, Curves, Inspectors), even when new runtime with new features will finally arrive, we could feel it like another normal update, instead of big leap. Even a redesign might come in parts (I believe that new "Start Page" was first delivery of new design, which will be closer to Opera GX browser), as it's based on layout files and is possible even now without releasing new IDE (several custom skins already exists).Oh I think I just got it, it's a new "runtime", so IDE might "stay same".
Initially I thought that current roadmap was planed for next 1-2 years, and I was little disappointed that there's lot of new IDE features, but nearly none for runtime - but knowing that next runtime is in the works, and seeing that more than 50% of features is already there, while 2.3.2 was released just in April, I'm much more optimistic after knowing that, as seems we only know part of bigger features which could be introduced and they all doesn't seem to be that far now. Of course I know that end of current roadmap doesn't mean that next runtime will be released next day, but I've got a feeling that this is a moment where more cards will be revealed, and approximate dates could be announced, and we're now only around 2-3 quarters away from that, not years.it is only recently that we have been able to speed this up with our increased headcount
Some silly questions are good tooHow is the mental health of the YoYo Games team? Can you keep everything in a healthy rhythm? Is all this too difficult/exhausting? Do you like to do what you do?
Just a silly questions xD
Yes, this will be in the new runtime.As some people pointed out, I'd like to know if there'll ever be a headless mode for Game Maker : Especially for Game Servers.
The folder tagging is certainly nice(when it works) for people who organize things like I do(putting all things for things in a single place, like objects, sprites, sounds, etc... for a single enemy in a single place). But it certainly doesn't work for my use case I'm referring to since audio files could be anywhere.You should be able to tag a folder and everything within that folder gets that tag but there is a bug in at the moment that is stopping it from working.
Had a little discussion with Russell this morning about this and we aren't opposed to having a preference to auto add a tag for asset types, also with a better way of viewing/editing tags.. Please add some feature requests for these ideas!
So, if I add a tag on a folder, then everything inside it (whether directly or as a part of subfolder) should also have that tag?You should be able to tag a folder and everything within that folder gets that tag but there is a bug in at the moment that is stopping it from working.
Which makes me wonder if GMS:3 or GMS:GX is coming sometime really soonNot in 2.x lifetime
What's the worst thing that anyone ever tried to microwave in the YYG break room?Some silly questions are good too
My bet: an OUYAWhat's the worst thing that anyone ever tried to microwave in the YYG break room?