Why would you need 500+ levels, even as an exaggeration, why not have one large room, maybe two or three that use multiple levels? Just use the view/camera to change min and max sizes for clamping of the total area to be seen and where and how you want to move around.
Its called a puzzle game. That's why I need 500+ levels. It expands all the time. So what your saying is I should place all 500 levels in one room and just show the part I want?! Like what? Or maybe your saying levels should be stored in my own format and parsed? So I should completely ignore the features of the room editor and just make my own, completely custom level designer, then my own format to save these levels, and parse them in? You release that it could take as long to develop the level editor as it would to make half the levels themselves?
Like I said it's a puzzle game. I need the edit, test, code, test, edit, test, code, test, so on.
Obviously there are 100 solutions. Tho most are stupid.
I'm not asking for a solution. I can do that myself.
Don't make excuses that I'm doing it wrong when this is what rooms exist for.
No what I'm looking for is a staff member to go "Yeah that is really dumb and should have been fixed probably back in GMS1 days."
If they wish to have a "professional" piece of software then things like this must be fixed. I started this thread in a different topic because it is not a programming issue, it's a GMS2 issue.
EDIT: I am using views. I am clamping them. How does this help me with room size?
Did you know that if you make your room 500,000x500,000, even if you only show 100x100 with a view, the size has a serious performance impact, especially on androids where surfaces support is atrocious