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  1. [8:11 PM] babyjeans: I actually didn't start using GM until GMS2
  2. [8:11 PM] babyjeans: I never could crack the UI before
  3. [8:15 PM] Juju: i've been using GM since 4.0 so i'm kinda used to the jankiness
  4. [8:23 PM] babyjeans: Well, really, the UI looked dated previously which I believe everyone pretty much can agree with
  5. [8:24 PM] babyjeans: so it was hard to get past that
  6. [8:24 PM] babyjeans: I'm a professional UI developer by day though, so I tend to have a harder time dealing with that
  7. [8:24 PM] babyjeans: :wink:
  8. [8:26 PM] babyjeans: my main issues before was once I'd open up a 'room' I had a ton of difficulty figuring out what to do from there. I think the 'built-in' tutorials in GMS2 helped me greatly as well... being able to follow along WITHIN the IDE on a basic tutorial opened my eyes on "oh so this is how you do things in GameMaker"
  9. [8:26 PM] babyjeans: and i was pretty much going after spending a good 15-20 minutes on the first tutorial
  10. [8:26 PM] babyjeans: I didn't have the drive to deal with it with GMS1.4
  11. [8:26 PM] babyjeans: or find proper tutorials
  12. [8:27 PM] babyjeans: so the onboarding stuff they're doing in GMS2 even with the beta is working in my opinion :wink:
  13. [8:33 PM] babyjeans: I'm coming from a traditional C++ background, have a deep love of Lua (and love2d), and have been a great fan of Unity... but since picking up the beta in November, GMS2 has been my tool of choice.. I'm kind of obsessed - just for some context :wink:
  14. [8:34 PM] Juju: so why GM over Love2D?
  15. [8:35 PM] babyjeans: The editor is a big pull, it's nice to have something visual. I love to toy around with love2d, but it still doesn't feel ready to do anything serious with either, but GMS2 does give the 'this is a full package that can generate you a professional looking product"
  16. [8:36 PM] babyjeans: YYC is also appealing, though, love2d does use LuaJIT
  17. [8:36 PM] babyjeans: part of me feels more comforted knowing i can compile with YYC
  18. [8:36 PM] babyjeans: but primarily, i love having the tools GMS provides - organizationally and convenience wise
  19. [8:38 PM] babyjeans: the sprite / image editor and being able to define objects is great to see visually for project planning. Sometimes things feel a little cumbersome (specifically script file == 1 function, and no real concept of an object having member functions), but nothing I haven't seen manageable with adjusting my work flow to organize better
  20. [8:39 PM] babyjeans: my primary projects are always smaller 2D games I can do as side projects as well, so since I'm not really looking for 3D in the least bit either - GMS2 just feels perfectly suited for these style projects
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