Do you prefer to see tutorials focused on DnD, GML or a mix of project types?
Mix of both
(Reason: While I agree that GML is what will be used at production capacity, there is a remarkable deficit of DnD tutorials and community support for it. YoYo should either think about bolstering support for it to capture part of the no-code development market, or drop it going forward if they aren't going to help people trying to use it.)
Do you prefer written tutorials, video tutorials or a mixture of both?
(Reason: There are enough video tutorials on YouTube already, no need for YoYo to spend resources adding to it. In addition, since GMS 2 is now available in many languages, localization becomes a priority, and written tutorials are easier to localize and update than video tutorials. And given that there is a simplified Chinese localization but none for traditional Chinese, it tells me YoYo is going for Mainland China --- so why is YoYo still hosting the videos only on YouTube?)
Do you prefer tutorials that cover the entire creation of a game type or tutorials that are more focused on a specific lessons/outcomes?
(Reason: There are already enough "let's make a game" tutorials out there, no need for YoYo to make more. In addition, I think tutorials that cover the entire creation of a game give an unrealistic view of how actual development progresses, and foster a copy-and-paste attitude to programming. Samspade has a video warning about this for a good reason.)
Do you prefer tutorials that focus more on technical concepts or design concepts?
(Reason: Again there are already enough sources for design concepts online, and because they are language-neutral, YoYo does not have a distinct role in teaching them that others cannot fulfill. However, as the first point of contact, YoYo does have a distinct role in teaching GMS 2 that other sources cannot replace. In addition, my experience on Q&A shows that most novices already have a lot of design ideas, their main problems are mental discipline and technical competency. YoYo can't help with mental discipline, but they can and should help with technical competency.)
What type of game genres would you like to see covered in future tutorials?
I want to see more slower, non-action genres such as hidden-object, match-3, card games, board games, or graphical novels/point-and-click adventures. These genres are chronically underrepresented in currently available teaching materials for GMS 2, and consequently also in products made using GMS 2. In my opinion, these genres are better at covering data-driven competencies (e.g. data modelling with structs and arrays, separation of model and presentation, etc.) and general code-level competencies (e.g. variables, events, execution flow, etc.), which I see a chronic deficit of among novices. The slower pace of these genres also allow more time for reusable concepts to sink in, and remove the most of the dependence on reflexes and excitement that often distract from learning.
What are some lessons or concepts you’d like to learn about in future tutorials?
- Searching for and reading Manual entries
- Source control usage
- Process of expression evaluation and execution flow (especially value tables)
- Variable scoping
- Translating design elements to code
- Data modelling
- Making effective use of tutorials
- Extension development
- 3D graphics and vector geometry
- Modular design and project management in post-2.3 GMS
- Colour arithmetic and shaders
- Physics system
- Playing videos
What specific sections or features of GameMaker Studio 2 would you like to see covered in future tutorials?
- How to use the Manual effectively
- Basic events
- Basic GML statements (e.g. for, with, while and do-until, etc.)
- Reading error messages
- Instance handling
- Post-2.3 structs and arrays
- OOP patterns in post-2.3 GML
- Integrating with other programming languages via extensions or networking
- Asset package development
- Test automation
- Build automation
- Responsive UI layout and view scaling, especially on mobile and HTML5
- The "variables" dropdown in object properties
- Layer management
- Implementing ads, IAPs and analytics
- App store compliance
- Asynchronous functions (e.g. concept of checking async_load[? "id"], waiting for output in a different event, etc.)
- How file systems work and their limits on different platforms
- Managing the garbage controller
- Post-processing effects (e.g. room transitions, irregularly shaped split views, full-screen effects, etc.)
- Managing multiple views
- Colour arithmetic and shaders
- 3D graphics (e.g. camera view, drawing primitives and models, basic collision checks, etc.)
- Physics (e.g. basic terminology, fixtures, forces and impulses, joints, etc.)
- Playing videos (either an extension or future built-in function)
How do you feel about the recent tutorials we have released for GameMaker Studio 2 (Little Town, Fire Jump & upcoming Hero’s Trail)?
They are a massive duplication of effort for "let's make a game" tutorials that are already dominant and overrepresented in other sources, particularly YouTube and Udemy. They have made zero difference in reducing the amount of blind, slap-dash code on the Q&A section. Please instead make tutorials that target unmet needs and avoid fostering a copy-and-paste attitude to programming.
Any further comments about GameMaker Studio 2 tutorials?
There is too much focus on what novices want, and not enough focus on what novices need. Please listen more to Q&A responders on what kinds of problems they see a lot on novices, and help create and popularize tutorials addressing those. A constructive tutorial ecosystem should work towards lessening the need for hand-holding, not feeding it.
For what it's worth, I'd like to second this.Visual Novel, Point and Click Adventure Game, or even Mobile Idle Game would be much preferred.