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Windows New Feature Request for GMS2

W

William Anderson

Guest
It would make development faster if you could [Drag-and-Drop] an item from Sprites down to Objects and GMS2 would create an object from that Sprite. :)
 

FrostyCat

Redemption Seeker
You can already drag sprites directly into the room itself via asset layers, so the use case for objects being a wrapper for sprites is significantly diminished. Unless you have other use cases supporting your suggestion, I don't have high hopes for it.
 

Smiechu

Member
Can you describe the situation in which this would be usefull?
Time needed to assign a sprite to the object is relatively small to the time you need to code that object...
This would be only helpful if every object inherit the same code from his parent.
But then way way more efficient would be simply to create this objects within game code, or simply have one universal object for all possibilities.
 

gnysek

Member
You can already drag sprite to object to assign it:

upload_2018-6-28_11-24-15.png

And you can create object By Alt+O or right clicking to workspace.
 

Genetix

Member
I can see why that could save a little bit of time, but ultimately it seems like it should be a far lower priority then many other things that could be fixed. (I'd like to see the image editor improved myself)
 

Toque

Member
Can you describe the situation in which this would be usefull?
Time needed to assign a sprite to the object is relatively small to the time you need to code that object...
This would be only helpful if every object inherit the same code from his parent.
But then way way more efficient would be simply to create this objects within game code, or simply have one universal object for all possibilities.
It’s not a big deal. In my previous engine I could drag a PNG and place it directly into a room. Saves a bit of time. Not a deal breaker.
 

Miradur

Member
This is certainly not a time saver, but an additional option in the sprite editor would be more useful.
A checkbox that you can click and enter a name for the object.
And if you do that, the object will be created with the corresponding sprite.

And while we're at it, it would also be nice if you could put a prefix in the preferences for the respective
naming convention. So sort of:

spr_ -> for Sprite
obj_ -> for object
and so on

In that case, GM would specify something like the following:

spr_sprite0

and then with the new checkbox:

spr_sprite0
obj_sprite0


Miradur
 
Last edited:

Toque

Member
It would save a tiny amount of time and clicks.

I agree custom prefix would make it even faster.

Anything that reduces time and clicks is a good thing.
 
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