R
renex
Guest
I have a wxga screen and I can have half an object open at any given time. I will make extensive use of dpi override.
On my laptop, I can barely fit a whole object + code window. And so switching between different objects is a bit of a pain, having to adjust the view to make sure the code window fits in screen.Well, I've said in other topics, we're not making VS, and have no intention of going down that route. If you want VS, than it's already there.... We didn't see the point in making a clone of something that's already out there.
I did see the mock up, and I don't really like it. It crams everything into a tiny sidebar which also means as you flip workspaces the contents of it will have to change depending on the workspace. This also means you always fill the wokspace, which I hate. There are many types of window, and filling a whole workspace with them is a waste of time for me. Yes, in scripting for a single object this might work, but very few games consist of a single object and a bunch of scripts. Going this way mean you'd have a single sprite on a tab, or worse yet end up with tabs inside a workspace to switch between sprites. We're forced to have them for fullscreen scripts as a single script on a workspace is useless, but I don't want them for anything else.
The mockup is incredibly limiting as to what you can edit and taxing for swapping between things, I see this as no better - in fact way worse than what we currently have.
Noted. Any chance of an option to adjustment how middle click (or alt+left) panning interacts with code windows (i.e. not interacting at all and letting us pan the workspace instead)?As an aside, the new syntax error stuff thats coming will stop the lower dock from continually popping up, which will give you some more space to work in.
For the mockup I didn't change the size/width of the object's settings window in the Workspace. I simply moved it and it fit in the sidebar perfectly. Yes, there are some more settings for the objects such as parent and physics that you would have to scroll down to if you expand them but you spend significantly less time editing them than working on Events - so most of the stuff you need to access would be visible in the sidebar from the very beginning.It crams everything into a tiny sidebar
If I'm working on an object's Events that's exactly what I want. On my laptop I'm happy if I have a fullscreen code editor where I can increase font size and still see a lot of the script. I'm not suggesting that every resource opens in the sidebar - but that there could be an option like "Open Objects in Sidebar".This also means you always fill the wokspace
Right now if you work with fullscreen scripts and want to open a new Event of an object you have to click back to the workspace and then click on the Event to select it. In my alternative you would click on the event in the sidebar that is always visible next to the code you're currently working on.The mockup is incredibly [...] taxing for swapping between things
In GM 8.1 you could "export all scripts" in a project to a single file. Opening the file it generated in Notepad would look like this:I think one problem we will never get around without some GML change is that each script needs its own window, because of the nature of GML. I think that having the ability to define multiple scripts in a single text file may aleviate a lot of this problem. Naturally, I understand this is a big change for GML. But it truely believe that simply changing the IDE will not resolve the problem entirely. The nature of the language is also at fault.
[edit] Here is a mockup by @TheMagician for another way to edit objects: https://forum.yoyogames.com/index.p...tive-layout-for-editing-objects-events.14218/
Domething simmilar to, or the same as this would be nice to have as an option.
#define scr_script_1
//(script contents)
#define scr_script_2
//(script contents)
Where have we seen this before? lolWe didn't see the point in making a clone of something that's already out there.