G
Grzegorz Dałek
Guest
I was super anxious to get my hands on GMS 2. I'm using GM:S 1 for a few years and I was always the first to tell everyone how awesome it is. Even tho at the studio I'm working at we're using UE4 and Unity for the projects and in people opinion GM:S is rather a toy for kids. I tried to change their minds and my ability to prototype ideas and mechanics in matter of minutes was always impressive to my coworkers.
Even tho I loved to work in GM:S I thought it was outdated and needed a lot of changes. What I missed the most were the tools modern even free engines on the market have. Such as GML code auto completion and live check, editors such as particle editor, visual shader editor, animation editor with animation events, better event system and better shader pipeline and documentation, proper audio engine with filters, mixer, effects and so on. Some GUI system would be nice since coding UI is always a total pain.Those things would bring it up to date with other engines.
Right now after test driving the Beta for one day all I can say is I'm very disappointed.
I like code auto completion, new room editor is cool, and that's about it. UI revamp is alright, but it's not spectacular. Entire thing works slowly and has horrendous system requirements for a tool I use to put together a quick prototype out of 10 sprites and few scripts.
I've been working on my current project in GM:S 1.4 for 6 months, and it's so big it takes few minutes to build to even test things out. It's hard to tell if I can bring it to 2.x since import is disabled in Beta, and bringing the bigger projects is not advised in the FAQ. Hard to tell if it compiles faster since you cannot compile anything too.
New image editor is alright, but I cannot tell how somebody came up with idea of spending time on it, while there is no particle editor at all. You can draw while animating but really, how many uses does it have? Aesprite is way better tool and it costs 10$ for the license.
Licensing options are poor as well. There is no Free version anymore, Trial restrictions will disable kids and people wanting to get into game dev from learning how to make games - the thing Game Maker was built for in the first place. How can you learn if you can't even build the executable of your game? Put it on itch.io or send to your friends or show your family?
On the other hand as an owner of Master Collection I can't justify paying over 500$ to get few features other free engines such as Godot or Defold has already on board.
I would really like to support GMS2 since I loved the old one, but the new things just don't justify the pricing. It just brings GM:S to where it should be few years ago with regular development and evolution.
Maybe I missed some features or had too big expectations of GMS2.
Even tho I loved to work in GM:S I thought it was outdated and needed a lot of changes. What I missed the most were the tools modern even free engines on the market have. Such as GML code auto completion and live check, editors such as particle editor, visual shader editor, animation editor with animation events, better event system and better shader pipeline and documentation, proper audio engine with filters, mixer, effects and so on. Some GUI system would be nice since coding UI is always a total pain.Those things would bring it up to date with other engines.
Right now after test driving the Beta for one day all I can say is I'm very disappointed.
I like code auto completion, new room editor is cool, and that's about it. UI revamp is alright, but it's not spectacular. Entire thing works slowly and has horrendous system requirements for a tool I use to put together a quick prototype out of 10 sprites and few scripts.
I've been working on my current project in GM:S 1.4 for 6 months, and it's so big it takes few minutes to build to even test things out. It's hard to tell if I can bring it to 2.x since import is disabled in Beta, and bringing the bigger projects is not advised in the FAQ. Hard to tell if it compiles faster since you cannot compile anything too.
New image editor is alright, but I cannot tell how somebody came up with idea of spending time on it, while there is no particle editor at all. You can draw while animating but really, how many uses does it have? Aesprite is way better tool and it costs 10$ for the license.
Licensing options are poor as well. There is no Free version anymore, Trial restrictions will disable kids and people wanting to get into game dev from learning how to make games - the thing Game Maker was built for in the first place. How can you learn if you can't even build the executable of your game? Put it on itch.io or send to your friends or show your family?
On the other hand as an owner of Master Collection I can't justify paying over 500$ to get few features other free engines such as Godot or Defold has already on board.
I would really like to support GMS2 since I loved the old one, but the new things just don't justify the pricing. It just brings GM:S to where it should be few years ago with regular development and evolution.
Maybe I missed some features or had too big expectations of GMS2.
Last edited by a moderator: