FlameRooster
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They said early 2020. I am expecting that means mid or late January or early February for Open Beta.Hey guys, is this GML update ever going to happen? Or is it just a 'draft' plan?
They said early 2020. I am expecting that means mid or late January or early February for Open Beta.Hey guys, is this GML update ever going to happen? Or is it just a 'draft' plan?
They mentioned they will release the open beta though does that mean that the "stable" version will take longer?Yep, they mentioned in one of topics ( https://forum.yoyogames.com/index.p...-tutorial-winter-sale-and-gms2-updates.70402/ ) that it slips into early 2020.
Yes, the whole point of a beta version is to have customers debug-test stuff for you (and said customers get to play around with stuff earlier than anyone else in exchange for the effort).They mentioned they will release the open beta though does that mean that the "stable" version will take longer?
I'm still not convinced GMS2 itself is out of beta.How long do the open beta usually lasts? can the safe stable folks even expect it anytime soon?
The open beta lasts as long, as they fix all bugs that are found (so I hope there won't be much, as they won't release it until it seems stable enough). Usually it was 2-3 weeks, but with so much changes in 2.3, we might have 2-3 open beta versions.How long do the open beta usually lasts? can the safe stable folks even expect it anytime soon?
YAML files for descriptions of entities (even JSON would be allright). Folder structure for folder structure. Would solve so many problemsI'm really curious about potential project structure changes.
JSON seems flawed for merging, perhaps they will go back to an XML layout like in GMS1? Or a different flavour of JSON?
I'm also hoping they can do away with a lot of the .yy files that don't always have much useful info.
Yes YAML! I forgot that was a thing!YAML files for descriptions of entities (even JSON would be allright). Folder structure for folder structure. Would solve so many problems
Why is this clearer communication than anything YYG has done in the past few months?The open beta lasts as long, as they fix all bugs that are found (so I hope there won't be much, as they won't release it until it seems stable enough). Usually it was 2-3 weeks, but with so much changes in 2.3, we might have 2-3 open beta versions.
As YYG already mentioned, there's a closed beta now (don't know when it started, December or earlier), and some most active users/known developers are already testing 2.3. So, I'm sure they already tested closed beta deeply using their projects (like most complex games ever made in GMS), and YYG won't publish open beta until they believe a closed beta is what they feel is stable in fact. Problem with open beta is that lot of people instead of just finding bugs are gonna reports their opinions, complains, and things that in fact are just wrong understanding of documentation (like people who bought GMS2 day before... ). Also, I don't want to get open beta if there are any fatal crashes, as I want to learn and play with new features, not just open it for 5 minutes - so better they gonna keep it hidden from us yet, if there are any It's better to wait several weeks more and have fun for hours, than disappoint in first 5 minutes.
In fact, I've got a feeling that only bugs we may find in open beta will be not those about sequences / GML updates, but it seems that there will be also third big change in 2.3. It wasn't mentioned (or I missed it), but in several bugs on bugtracker (bugs.yoyogames.com) for 2.2.x, there is message "2.3 will have new file format" or similar, and those bugs remain not touched for 2.2.x, and to be checked with 2.3. So if I understand correctly, all of the .yy files should have much much less JSON code since 2.3, and project files might have a different structure (lot of data in my opinion was duplicated among several files, or could be created by reading files structure when opening project), and it will be easier to use GIT and merge commits. That might be why it's delayed by month or two, as initial timeline didn't included them, and lot of projects might crash on import (that could be discovered during closed beta).
So, knowing they might also plan to add third big feature (hope it's not postponed to 2.4 and those were just an very old comments), I can wait until first week of February without complaining that 2.3 open beta is late And stable 2.3 might still come in Q1 in fact, as it ends on 31st March, so they still have two months to go from open beta to stable Keep your fingers crossed
I'm really having hype for 2.3. I even started to write down some sketches of code for structures that I want to use in my project, so I can dive into it right after release Would be good if YYG would start now to push articles about how to use new features, so we can read it carefully and prepare.
Probably because PlayTech like to announce any info about all of their products using press releases (as they are on stock exchange), and makes them when they feel that it's the time - so any info about new features or releases or delays shouldn't be announced in any other way. I think that's the way that big companies makes it (still - it's my opinion only, remember).Why is this clearer communication than anything YYG has done in the past few months?
I was going to avoid pointing out Playtech specifically... But yeah. That sounds about right, and is equally annoying...Probably because PlayTech like to announce any info about all of their products using press releases (as they are on stock exchange), and makes them when they feel that it's the time - so any info about new features or releases or delays shouldn't be announced in any other way. I think that's the way that big companies makes it (still - it's my opinion only, remember).
I support YAML! Purely because it's one letter off from being my name, but I'm sure it's actually a good option.YAML files for descriptions of entities (even JSON would be allright). Folder structure for folder structure. Would solve so many problems
Check out https://forum.yoyogames.com/index.php?threads/tool-gms2-resource-importer-updated-2019-05-01.45739/ - Import resources from other projects in bulk, can't live without it.I support YAML! Purely because it's one letter off from being my name, but I'm sure it's actually a good option.
There's several things with the new GMS2 file format that irks me, JSON being git-unfriendly and YY files having lots of redundant data being two major complaints. I also feel that the new structure where every resource has its own folder makes reusing resources from old projects much harder (you can't select 20 scripts at once anymore since they're in different folders now), but the new "scripts can have as many functions as you want" feature should basically make that complaint obsolete. (It's still gonna be a problem for graphics and audio assets, but since GMS2 has no usable editor for neither audio nor sprites, chances are you have the sources for those assets off in a well-organized export folder elsewhere, so it's not that big of an issue in practice. Not sure about reusing objects... I do it sometimes, but usually most of the functonality is offloaded to scripts so it's almost easier to import those and then make a new object rather than import the old)
I'm actually working on https://www.gamemakerhub.net/ (Catalyst) which allows for package-like usage in GMS2 projects. Similar to the bulk importer, but friendlier towards updates and version controlCheck out https://forum.yoyogames.com/index.php?threads/tool-gms2-resource-importer-updated-2019-05-01.45739/ - Import resources from other projects in bulk, can't live without it.
My guess is the open beta got axed in favor of a closed beta. Probably to help with documentation and the like.I wonder when 2.3 Open Beta will be here, lol.
Also, are we going to get a roadmap update for 2020? Or nothing new to add on to it? (2019 and previous years had more stuff in the roadmap, but I guess the sequence phases will take a lot of time to develop.)
In the meantime, I've written my own engine and even managed to port the Physically-Based Renderer into GameMaker. One thing I don't like about Godot and GameMaker is that you have to learn another language to use them. I'll still use GameMaker for 2D projects but the number of 2D projects I will be involved in will decrease and I quite like working in my own engineDuring the waiting time, I'v learned the Godot3.2.
And it's good in gui except the native development.
Seriously, I was just going to say "how is this an argument against GM? Every engine uses whatever language it uses..."You don't have to learn another language if you only ever bothered to learn GML!
debatable. GML has a ton of weird and annoying idiosyncrasies. Instances, objects, Resources (including scripts), data structures, buffers and surfaces are all accessed through type less handles, rules to what a valid expression is are unclear (A[<expr>] is valid, but <expr>[<expr>] isn't. ugh).GML is stupidly easy.
I love GML as it was a great intro to learning and stuff, but now that I'm experienced and learn more about real programming languages (like shaders) and understand where GML helps out, the more I wish GM was a more marketable or standard language. That would have been great if GM migrated to JS that way I can be more marketable. I'm not very proud to put GML on my resume at all even though I'm a very capable programmer because of ithonestly YYG should have done what they said they would do during the GMS2 closed beta and just allow us to use javascript. i kinda feel cheated on that one)
Well excuse me, Mr. Scientist.debatable. GML has a ton of weird and annoying idiosyncrasies. Instances, objects, Resources (including scripts), data structures, buffers and surfaces are all accessed through type less handles, rules to what a valid expression is are unclear (A[<expr>] is valid, but <expr>[<expr>] isn't. ugh).
Array are modified by reference, unless they are passed into a function, at which point they are copy-on-write. unless you use accessors, then they are referenced again.
instances of the same type can have different variables declared.
Manual memory management for data structures.
variables used in scripts are instance variables by default, unless you use the var keyword to define them first (ugh, funcitons that take self as params would be easier).
The list of GM weirdness we all learnt to deal with goes on and on actually.
Once you know them it make is easy to throw something together, but they lead to lots of time spent learning why your arrays are not being modified, why you can use arrays of arrays, etc.
It also comes to bite you in the ass when you build more complex systems. (though hopefully GML20 should help a whole bunch, bringing the experience on par with javascript. honestly YYG should have done what they said they would do during the GMS2 closed beta and just allow us to use javascript. i kinda feel cheated on that one)
What are you even saying?! This is an English speaking forum! What are you talking about!!ata structures, buffers and surfaces are all accessed through type less handles, rules to what a valid expression is are unclear (A[<expr>] is valid, but <expr>[<expr>] isn't. ugh).
I know this isn't a totally serious response but you are correct.Well excuse me, Mr. Scientist.
I never had a problem with any of that, because I'm over here making games with Game Maker, not rocket ships.
What are you even saying?! This is an English speaking forum! What are you talking about!!
Mr. Smart Guy over here like:
"Yeah, sure, you can make games with Game Maker in five minutes, but actually the language is really confusing, because:
takes five more lines of code than Javascript to implement."
Pshhh, whatever, man. ;D <3
Jokes aside, I completely love GML even though it's jank and broken for more complicated stuff. For anything that would run on a Super Nintendo, it's super fast to develop with. That's all I need out of it, so it's fantastic for me, hahah. There are other engines and languages for other jobs, and I'd most likely use them for other jobs, yeah.
What is the video url link?I super just want the new stuff. A taste of it... Something.
A video showing how it all will work on YouTube, a article on the hurdles they've faced implementing it...
Acknowledgement about it happening.
I hope not. ):...
...
Why did I briefly think this was legit?
It's more that GML and GDScript is only found in their respective engines, this means the number of libraries that you can draw from is very limited and the pool of knowledge very shallow compared to languages like C++, Javascript, C#. You kind of have to take the standard GML functions and a select few quality libraries that are found out there but I don't think you're going to get a math library as good as GLM in GML anytime soon. But to each their own.Seriously, I was just going to say "how is this an argument against GM? Every engine uses whatever language it uses..."
Like, sure, some engines may use a language that's more standard, but there are hundreds or thousands of languages out there. If you go through a few engines, you're gonna have to learn a new language sooner or later, lol.
Also, GML is stupidly easy. Anyone coming from any of the more standard languages should be able to skim the manual and be making games within a few hours, hahah. I came from XNA/C# last time, and I literally just started typing and was like "oh, this works?" X'D