OFFICIAL GMS2 Roadmap 2019

Discussion in 'Announcements' started by rmanthorp, Jan 24, 2019.

  1. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    Hey all,

    We've got our roadmap for GameMaker Studio 2 in 2019 live. It's broad and subject to change much like before. However, moving on the feedback we had from the survey we ran last year: GML improvements are a top priority for us in 2019. 2.2.2 will be going into beta very shortly so we hope you are looking forward to it!

    https://help.yoyogames.com/hc/en-us/articles/231719448-GMS2-Roadmap

    Let me know if you have any questions about the roadmap and I will do my best to answer them. Thanks!
     
    Walky, Andy, RujiK and 27 others like this.
  2. matharoo

    matharoo Udemy Instructor

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    Superb, been waiting for this!
     
    True Valhalla likes this.
  3. FrostyCat

    FrostyCat Member

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    Here are a number of questions I have about the roadmap:
    • Will the "font handling updates" include better support for native font rendering and automatic character replacement? YoYo should know by now that the current texture-based font system just doesn't work for right-to-left, CJK and CTL text, and it has been a major pain point for GM over the past decade. It severely hampers the ability of GMS 2 and products made with GMS 2 to reach beyond its current geographic audience.
    • For HTML5 mobile audio fixes, would you also be willing to look at other loading issues on the HTML5 export?, These include the "synchronous XHR is deprecated" warnings on Chrome when you try to read included files or getting the loading screen to appear earlier (right now it has to wait for the entire JS file). It seems like an appropriate time to address those too, given that they are part of the same pipeline.
    • What exactly is "Runtime GIF Saving"? And since you already have a license to libmpeg, would it be possible to save video formats as well, if it's not too much work?
    • Are only IAP extensions reviewed for 2.2.3? There are plenty of other ad and API vendor extensions under YoYo's roster that are massively out of date or even blocking compiles. I'm also wondering if YoYo would be open to accelerating the process with coding help from contractors or the community in general, since the source is already in the open to start with.
    • Will the extensibility of runners be revisited as part of 2.2.3's extension review? Extension developers have been asking for things like access to internal resources (e.g. surfaces, buffers, data structures, sandbox, etc.), activity responses and other system hooks for a long time, and there's a chance of internal YoYo developers needing those same hooks as part of the review.
    • Why are some items appearing on both the current roadmap and the list of planned features? An example of this is the additions to GML slated for the end of the year. Please clarify or cross the in-progress items off the list of planned features.
    Edit: I would like to know what the status of the audio engine is as of today. I remember that there was a licensing issue last year that forced YoYo to fall back to a more basic mechanism, and the continued reports of cracking audio suggests that the fallback is still being used. Items involving negotiation is probably not roadmap material since YoYo doesn't have all the cards, but it would be important to note the rough status of that and open hooks for custom audio integrations if resolution is unlikely.
     
    Last edited: Jan 24, 2019
  4. YellowAfterlife

    YellowAfterlife ᴏɴʟɪɴᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ Forum Staff Moderator

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    I don't think this bit is fixable without preloading all included files on game start - http_get/buffer_load_async have to be used in combination with _open_from_string versions of file functions. Same as for console development, really - async everything.
     
  5. FrostyCat

    FrostyCat Member

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    That's what I'm looking for. Either make it so that all included files get loaded asynchronously in the loading screen, or have the their content seeded into the JS file to start with. For the async-on-load case specifically, if the runner sees the "file" in local storage already, it should skip the XHR altogether.
     
  6. True Valhalla

    True Valhalla Full-Time Developer GMC Elder

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    Really looking forward to 2.2.2 - especially the font handling updates and HTML5 fixes. Glad to see "stability" at the top of the list for Q2.

    Keep up the great work!
     
    matharoo likes this.
  7. matharoo

    matharoo Udemy Instructor

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    Same. It's been really unstable for me with all its random crashes.
     
  8. Mr. RPG

    Mr. RPG Member

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    Finally! It's insane that this feature wasn't in Studio 2 at launch.
     
    JeffJ, Samuel Venable, thaaks and 2 others like this.
  9. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    OK. Here goes:

    1. Sorry, this isn't included in 2.2.2 - file bugs about this rather and we will take a look.
    2. 2.2.2 does contain a lot of other HTML5 fixes. If these issues are still a problem when the beta is live please file bugs for these or give feedback in the beta forum.
    3. It's going to be a wait and see on this one - a long-running feature request that right now is just exporting sprites as gifs for easy sharing.
    4. Yes, that's our focus first for 2.2.3. We will be taking a look at everything else in the future.
    5. No, but it is being revised.
    6. We will strike them off when they are done.
    7. The 'fallback' is the new permanent solution as far as we are concerned. We have also addressed all of the issues we know about. If there is more I would suggest filing a bug.

    Hope this helps! :)
     
  10. Walky

    Walky Member

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    Really looking forward to Sequences and stability fixes, I get 10+ crashes a day.
     
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  11. The Sorcerer

    The Sorcerer Member

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    Only crashes I seem to get is when I select 'New IDE' from the file menu. Roughly 50% of the time the new IDE will instantly white screen and crash out.

    I often work with two instances of GM open on the same screen, copying bits between projects. It's not a show stopper by any means, just a minor nuisance.
     
    RichHopefulComposer likes this.
  12. JeffJ

    JeffJ Member

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    Since it seems other people than just me also wanted some sort of reply to the post I made in the other thread, I'll go ahead and quote it here. I realize that local asset import has already been covered (which is great to see on the roadmap) but that's just one of several items.

     
  13. hdarren

    hdarren Member

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    Yisssssss! Thank you!
     
    Samuel Venable and JeffJ like this.
  14. gnysek

    gnysek Member

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    Wasn't tvOS in work since 2016 ? A long time to see it... and it's sad that tileset color replacements and todolist are still on "consideration" list, while screenshots for it were for some time in docs (maybe they were only a mockups then?).

    I thought that Sequences beta were announced in August, so seeing it as Q4 release seems somebody announced this feature too fast (or it will be a very long beta). Also GML updates for Q4, which may (or may not) contains array/ds enhancements, seems to be very, very distant, while they should be a priority.

    I hope that this roadmap lacks at least half of new features, and you gonna surprise us, as the only two alternatives to GMS, seems to be either much harder to learn (but offers full 3D), or lacks of console exporters (but are open-source) - so GMS is still the best option for small indie, but bypassing so many things for so many years (I'm using it since 2003!) hurts.
     
    Last edited: Jan 27, 2019
    thaaks and JeffJ like this.
  15. IGameArt

    IGameArt Member

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    Do we have any estimates as to when the 2.2.2 beta goes out? I'm currently unable to compile my project with the YYC module because of a bug that has since been fixed in 2.2.2.
     
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  16. gnysek

    gnysek Member

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    Usually it gets out when QA founds no critical issues. Each build seems to take 4-5 days to test by QA, so when they found a critical bug, release is delayed by 1-2 weeks, sadly. So giving estimates other than Q1 won't be accurate, but from my observations they already closed list of bugs for this release, so it's only matter of days if there's no critical bug. https://bugs.yoyogames.com/roadmap_page.php - they are already working on 2.2.3 bugs, as you can see.
     
  17. IGameArt

    IGameArt Member

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    Looking at that roadmap gives me great hope. I'm on a super tight deadline and if QA goes well we can add a YYC compiled version of the project to our release.
     
  18. gnysek

    gnysek Member

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    Make a ticket in helpdesk, they may give you "individual beta" (the version that QA) if you're lucky.
     
  19. IGameArt

    IGameArt Member

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    Hopefully the project is high profile enough for them to want to work with us. Lmao. Thanks Gnysek! (just followed you on the carrier raven without realizing it lmao)
     
  20. csanyk

    csanyk Member

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    What is "Sequences" exactly? Are there links to more specifics info on any of the roadmap items?

    Thank you for publishing a public roadmap for the product. This is a great help for users of the tool to know what's coming.
     
  21. funkygallo

    funkygallo Member

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    Gooooooogle is your friend!
    https://issuu.com/newbayeurope/docs/gamescom_daily_2018_day_3/10
     
  22. BaBiA Game Studio

    BaBiA Game Studio Member

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  23. gnysek

    gnysek Member

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  24. IGameArt

    IGameArt Member

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    For those of you unaware, 2.2.2 Beta has been released this morning! Whoop whoop! I'm beyond elated for this release haha
     
    Last edited: Jan 30, 2019
  25. Taddio

    Taddio Member

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  26. IGameArt

    IGameArt Member

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    Okay, I'm super upset right now. Why has the ternary operators bugfix been moved to version 2.2.3? Are you really telling me that I have to wait another 3-4 months before I can use the YYC module?! If the bug is already fixed why is it not being pushed out asap? I'm working on an incredibly high profile project. We're not going to be able to get on switch if this ternary operators bug keeps standing in our way.

    This issue has been fixed in gitlab since 9th of January. Why is it being pushed back? You'd think that allowing people access to the fix asap would be a priority.
     
    Last edited: Jan 30, 2019
  27. mimusic

    mimusic Member

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    Woof, I switched one of the core for-loops in my game to use ++i instead of i++ after reading about this bug, went from ~60fps on my targeted highest-load scenario to ~120fps on YYC. A bit miffed that I didn't know about this sooner, but glad I've at least found it now. By the time 2.2.3 comes out, I'll probably already be used to ++i :p I'll be sure to keep an eye on the error reports from now on...
     
    Gradius likes this.
  28. Guitarmike

    Guitarmike Member

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    Am I correct that "sprite connection points" would essentially act like a revolve joint without physics, i.e. the game I'm working on right now has a clown who throws a pie. I would be able to temporarily attach the pie to the clown's hand during the throw animation?
     
  29. jva

    jva Member

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    Roadmap looks good, very nice to see GML improvements, stability and platform updates. Any plan yet what the GML improvements will be?
     
  30. XanthorXIII

    XanthorXIII Member

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    If there is a fix for the i++ bug I think we need to get a fix for that now in 2.2.2 since that affects many projects and aside from that is core functionality to the programming language.
     
  31. immortalx

    immortalx Member

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    If you mean this it's fixed in 2.2.3 which I guess we'll have to wait for a little bit.
     
  32. Pro_bono

    Pro_bono Member

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    Wasn't sure where to make a feature request, the roadmap thread seems as good a place as any! Would it be possible to add a colour indexing system to GMS2 that can be applied to sprites and maybe other art assets, that can then be changed and manipulated on the fly through code? It's such a big part of the 8 and 16 bit pixel art aesthetic, and just plain super useful with pixel art even if you aren't inspired by old games specifically! I would use it constantly.
     
  33. rIKmAN

    rIKmAN Member

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    You can file a suggestion by reporting a bug (Help > Report a Bug in the IDE) and choosing "suggestion" from the dropdown.

    For your suggestion, check out the Retro Palette Swapper by Pixelated Pope, it sounds like it might be what you are after.
     
  34. Pro_bono

    Pro_bono Member

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    Thanks for the info and link! I'll submit that. I'd much rather it was built in to GM personally though, I don't like relying on shaders for lots of reasons (I'm not a programmer and don't understand them well, I worry about shaders being supported on the user's machine etc.). It'd just be more accessible and user friendly and more people would be able to get great results!
     
  35. yaragad

    yaragad Member

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    I moved to GM2 recently and Im very satisfied with my decision. Congrats for your product and hope to see it evolving for a long time.
     
    Toque likes this.

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