![]() ![]() Thing is, you realize you need to work on something else now, but haven’t finished the other feature. You can have a workspace with all the resources you think are necessary in there to find them all easier. Say you are implementing a feature that involves the player and a couple of enemies. Sure, you can work using only one workspace, but that is wasting the potential of this feature. With the introduction of workspaces, you can now organize what you are working on by type of resource, or by a specific feature. Workspaces: Gone are the days where you had tens of separate windows opened cluttering your screen. This will display a window with a search bar that looks into every resource in your project, making it extremely fast to find what you are looking for and improve your overall workflow.Ģ. It may take a while to get into the habit of using these, but once you do, save a lot of time that would have been wasted navigating the interface with a mouse.ġ. Navigate resources with Ctrl + T: Taking a hint from a famous Visual Studio plugin, GMS2 added the option to quickly search for any asset, be it a script, object, sprite, you name it, by simply using the Ctrl + T hotkey. In this section, I will list a few features you should try at least once, since they can improve your workflow significantly. I am really excited about most of the new features coming up in the next few months, listed in the road map, so I figured I’d talk about those too and the cool possibilities those features will unlock. Now it’s been about a year since the release and even though there are quite a few articles out there detailing the new features and some tips for more hidden functionality, I thought it would be a good idea to make a list of interesting tips and tricks to consider while using GMS2. These were not exaggerations, as GMS2 is a vast improvement over 1.4, adding tons of new features, streamlining most processes that used to be unintuitive, and improving the overall workflow for the engine. Around three months passed between the release of GMS2 and the first time I could pick it up due to work, but I had heard fantastic things about the new version. I searched so many times some options and tried soo many times understanding the tile engine that I simply uninstalled everything I had from GMS2 as I never got to even run half of what you did in the video as I got lost soooo many times.After using GMS1.4 extensively while developing INK and HackyZack, I learned to work around its quirks. I had already tested GMS2 but got so frustrated in loosing my code by Xing out by mistake some windows. In my case, GMS2 is not worth the 80$ CAD upgrade yet and your video, just helped me see it more clearly. BUT again, creating my own Tile-Based platform Engin for V1, GMS2's tile system cuts off some freedom I now have with my new engine.Īs for sprite creation, GMS2's tools are much better and more advanced then GMS1 so that's a major point for small sprite touches and creation. I do see that, for example, tile's seem to be much easier to work with during room creation. In my case and for the use I make, GMS2 is not that great of an update as it does not fit with my style of programming and creating and if GM would have had the GMS2 interface back then, never would I have baught it. But going beyond that, with your video I see that some things are MUCH better in GMS2 while as others are MUCH better in GMS1. I also VERY much hate GMS2 becaus if the non intuitive GUI. I personally never have been cluttered with the GMS1 interface as I never open so many windows at once. Well I really appreciate this very neat video you did! I also appreciate the hours you decided to spend in creating a very nice comparison. ![]()
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