the_dude_abides
Member
I am a legacy user looking to "roll-back" GMS 2 projects from yyp format, and convert them into GMS 1 format.
Most noticeably the structuring for objects is very different, and the one issue I'm struggling to get past.
In GMS 1 all the events are handled in a way that's visually easy to peruse, and verify, the results of changes. Putting the GMS 2 info back into that structuring would be easy, but I don't understand how GMS 2 refers to the files. Since the information it uses appears to be encrypted, or does not handle human readable strings like GMS 1. I assume that not using strings in the old way, makes it more performant?
Some details are obvious: the event type, and event number, are handily referred to in the same way between both 1 & 2
But then when you try to find what piece of code is running that event in the .yy file, the files it is referring to (various .gml for each game event the object has) are a bunch of numbers / letters / dash (minus?) character.
If I can figure out what this jibber-jabbering is (it being hexadecimal was a wild swing in the dark for me), or decrypt it if that is what this is (though if it's encrypted that seems strange to me), then I could parse the gml files. But as is: I have no idea what I'm looking at, or whether I can do anything to be able to make use of it.
Most noticeably the structuring for objects is very different, and the one issue I'm struggling to get past.
In GMS 1 all the events are handled in a way that's visually easy to peruse, and verify, the results of changes. Putting the GMS 2 info back into that structuring would be easy, but I don't understand how GMS 2 refers to the files. Since the information it uses appears to be encrypted, or does not handle human readable strings like GMS 1. I assume that not using strings in the old way, makes it more performant?
Some details are obvious: the event type, and event number, are handily referred to in the same way between both 1 & 2
But then when you try to find what piece of code is running that event in the .yy file, the files it is referring to (various .gml for each game event the object has) are a bunch of numbers / letters / dash (minus?) character.
Code:
"id": "89add546-49ff-49eb-8bf0-848e93ec8f26",
"modelName": "GMEvent",
"mvc": "1.0",
"IsDnD": false,
"collisionObjectId": "00000000-0000-0000-0000-000000000000",
"enumb": 0,
"eventtype": 3,
"m_owner": "0889dbe5-68ab-492b-a71e-88f1ee439990"