MilesThatch
Member
Ok this is a rant and although it's not something that I can't try to get used to or work with, I still think it would still be worth posting about.
Question: Why do I have to have my window resized and moved away from where I was working in the room editor to edit the code of an object? (rhetorical question)
With 1.4 all the windows were essentially separate objects. I could move them around, resize them move them to a second screen without having to stretch the game maker application window there and best of all I would NEVER lose them anywhere, I'd always know where everything is. Now in 2.0 the whole work-space of infinite universes is introduced and now it's extremely easy to lose footing and orientation of where you have left off in the engine. The Infinite work-space makes sense in the room editor because the levels will become too big to display on the monitor, but why in gods name does everything else need to be contained within a work space? (now as I work on a level, the view will have to move away from the focus area I'm working on so that I'd know where the new window opened up) Which begs the question of why even bother with the whole thing.
When closing the object editor I now need to find my way around the workspace to locate where the hell I left off a minute ago. It's time consuming and disorienting. But hey, thank you for the homing button thou, Gretel. At least that helps me find my way to the center of the workspace. (in fact, the idea that you needed to add that homing button to help users locate their stuff in the infinite dimensions of a workspace says what a poor solution it is.)
Call it a rant. I'm sure if enough people agree with me there's bound to be a change in the right direction.
I find myself having to bargain with Dormamu to find my way back. Time consuming. And opening a new work-space is NOT a solution to the problem there's not enough space on an average users monitor to be able to encompass all the needed windows and not get lost in the infinite cosmos of the workspace. It's like the entire engine was made to look like Blueprints from UE.
Question: Why do I have to have my window resized and moved away from where I was working in the room editor to edit the code of an object? (rhetorical question)
With 1.4 all the windows were essentially separate objects. I could move them around, resize them move them to a second screen without having to stretch the game maker application window there and best of all I would NEVER lose them anywhere, I'd always know where everything is. Now in 2.0 the whole work-space of infinite universes is introduced and now it's extremely easy to lose footing and orientation of where you have left off in the engine. The Infinite work-space makes sense in the room editor because the levels will become too big to display on the monitor, but why in gods name does everything else need to be contained within a work space? (now as I work on a level, the view will have to move away from the focus area I'm working on so that I'd know where the new window opened up) Which begs the question of why even bother with the whole thing.
When closing the object editor I now need to find my way around the workspace to locate where the hell I left off a minute ago. It's time consuming and disorienting. But hey, thank you for the homing button thou, Gretel. At least that helps me find my way to the center of the workspace. (in fact, the idea that you needed to add that homing button to help users locate their stuff in the infinite dimensions of a workspace says what a poor solution it is.)
Call it a rant. I'm sure if enough people agree with me there's bound to be a change in the right direction.
I find myself having to bargain with Dormamu to find my way back. Time consuming. And opening a new work-space is NOT a solution to the problem there's not enough space on an average users monitor to be able to encompass all the needed windows and not get lost in the infinite cosmos of the workspace. It's like the entire engine was made to look like Blueprints from UE.
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