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Question - IDE When will we have a GUI system, is it planned?

Hi everyone :D
This is a question/issue that lives with me for quite some time. One problem that makes me shift from GMS2 to other engines is actually the GUI support.. every time I start working on a project I approach it using GMS2 as I think it is a powerful and capable tool both for indie and profession use but I always fall in a pit when I think of implementing GUI.

It almost always starts like this
Code:
1) the idea is there the concept is perfect...
2) the game systems are starting to look great
3) playability is good... and the game plays well
4) let's start polish.. add dialog... add menus...
4) OMG, I'll need to implement my own GUI system!! damn!!
and that is the time I start having seconds thoughts... maybe it's better to port this to another engine... I start using other engines (Godot/Unity) that are just so overwhelming just for the sake of GUI. So my question is, will we get a taste of GUI a system in the GMS2 IDE in the future? How far down the road is it?
 

Lonewolff

Member
The problem is that what you see as a GUI system may be entirely different from my idea.

RPG Maker has a GUI system. And every single game made in that engine looks 'samey'. The same thing would happen to games made with GMS if such a system were put into place.

I personally think that the GUI is the easiest part to code, so it doesn't really worry me that there isn't a complete system already in place.
 
RPG Maker has a GUI system. And every single game made in that engine looks 'samey'. The same thing would happen to games made with GMS if such a system were put into place.
RPG Maker is exactly what I think of when this comes to mind. Every. Single. Game. The title screen looks exactly the same.
 
A GUI system is something like the Unity GUI / Godot GUI system / WindowsForms GUI System / MonoGUI System... You have containers, you have buttons you have, text boxes, labels... you can parent those ones inside others and drag&drop those to make your GUI.. that's what a GUI system is.. the RPG Maker one is a very limited and very focused one.
 
The problem is that what you see as a GUI system may be entirely different from my idea.

RPG Maker has a GUI system. And every single game made in that engine looks 'samey'. The same thing would happen to games made with GMS if such a system were put into place.

I personally think that the GUI is the easiest part to code, so it doesn't really worry me that there isn't a complete system already in place.
Okay then.. how easy do you think it would be to do something like this:


and this:

 

Lonewolff

Member
Okay then.. how easy do you think it would be to do something like this:
Not that hard really.

Take away the flashy graphics and there is not that much too it. Remember GMS doesn't give you the graphics. RPG Maker does and it gives the same pitfalls of being instantly recognisable.


More examples of the pitfalls of a pre-baked system.





 
More examples of the pitfalls of a pre-baked system.
Not sure you understood.. do you know what I'm talking about? Do you know Mono GUI.. for example?
https://www.mono-project.com/docs/gui/

It is completely different from what you are posting here... and it supports themes.. so you can change every element appearance.. it has ItemLists, Grids, SlideBars, NumUpDown, TextBox, Labels, Vertical and Horizontal SplitContainers...
 
I'm aware of all the systems there might be... and I already owe half of them. My question still stands for the ones responsible for the development of the GMS2.. For when is it planned a builtin GUI system for GMS2.. with it's own IDE editor and stuff? :D
 
Best that you fire off a support ticket to YYG then, as this is a community forum and we can't speak on the developers behalf.
Well... someone on the team responsible could read this and give a hint if something like this is even planned (it has happened before here in the forums) it is a technical support after all. People ask about bugs here, how payment works... compiling errors... someone has to read this.. is not the community that is fixing the bugs :)

but will do that
 
People ask about bugs here, how payment works... compiling errors... someone has to read this.. is not the community that is fixing the bugs
Yes, we ask here and for all of those things - if they are accounts, payments, and bugs in the IDE (not compile errors as those are people making their own code mistakes) the response is always to raise it with YYG support as the community cannot fix issues with accounts or with things in the IDE or runtime. So best bet is to raise it through the proper bug channels and put it as a suggestion.
There is no guarantee that anyone from YYG will be reading the community forums on the off chance that someone posts something about a feature that they want.
 

breakmt

Member
Lack of GUI editor is GameMaker problem and disadvantage in engines competition. For simple games and games without much GUI it shouldn't be a problem. Otherwise it could be reason which will lead developers to choose another engine.
PS: examples with RPG maker are not correct at all, system in Unity/Godot is much more complicated than premade menus
PPS: I don't think that it will be implemented in the next 2 years
 

immortalx

Member
I started using ImGuiGML the other day and is absolutely awesome. It's a wrapper for the popular Dear ImGui framework that is mostly used for game-tools, but there's nothing stopping you using it for a game's GUI.
 

Lonewolff

Member
Probably not... but who cares about RPG maker games UI? TS asked about GUI system like in Unity/Godot
That's the thing. RPG Maker is extremely customisable. People tend to take the easiest path though. People will follow the tutorials and (assuming GM had a GUI editor) it will look samey.

Gamemaker games already look very samey for the most part.
 

JeffJ

Member
That's the thing. RPG Maker is extremely customisable. People tend to take the easiest path though. People will follow the tutorials and (assuming GM had a GUI editor) it will look samey.

Gamemaker games already look very samey for the most part.
That has absolutely nothing to do with the suggestion at all, and everything to do with how lazy users will utilize it, and is really not an argument against it.

For the record, I agree that RPG Maker or similar is a poor example. Obviously a premade GUI framework will never be able to cater to every need, but there are so many GUI elements that are just so incredibly standard now, even in games, that it would cover a huge amount of the most frequently used cases. A standard framework out of the box could cover such GUI elements as
  • Buttons
  • Radiobutton groups
  • Checkboxes
  • Sliders
  • Parent window wrappers
- Just to name a few. They could allow for easy skinning / coloring, with some sprite input or something like that to allow for custom looks, and obviously scaling up/down. In this way, users could have all the most regularly used GUI component needs covered, without sacrificing too much aesthetic control.

There is definitely something to be said for the usefulness and value of a solid and flexible GUI framework included out of the box.
 

Kezarus

Member
Yeah, my first task in the next coming project is to make a framework for simple things like panels, buttons, sliders, etc.

If GM have this it would be great. And I don't really think it's too much to ask...
 
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