So I bought GM Studio because YYG was offering it to GM7/8 users for around $10, and I've gotta say I'm quite happy with it. Thought I'd be more upset about all the deprecated functions and features, but good riddance to those horrible grey message boxes, and honestly most of the removals make quite a lot of sense. Granted, I've only been using it for a few days, so maybe there are some awful frustrations I haven't discovered yet, but in many ways I'm very glad I upgraded.
Converting Diver was pretty quick and easy, and would have been more so if I hadn't been using triggers, which, as a feature, were always something that sounded really cool in theory and that I really tried to use as many of as I could, but they did kind of make code more spread out than it really needed to be. I don't miss them too much.I also had an extension with a custom action library and some functions that I had to get rid of to get the game to work on the Steam version of GMS0, but that wasn't much work, and honestly making my own d&d action library was kind of an exercise in using GM's obscure features just because I could (much like triggers)1.There was a place in the level editor where I was using execute_string() (an undo function – I had a ds_stack that I'd alternately put "instance_destroy(thing)" and "instance_create(x,y,thing) in"), so I had to extend that script from two lines to about twenty (all the while bemoaning GM's lacklustre string manipulation2). I was a little proud of the simplicity of the original execution, but execute_string is a bit of hack and I can't say I miss it too much.I downloaded the entirety of Chiptunes.org and I'll probably choose something from there for the game's music, becauseGame Maker Studio Impressions
Posted by F1ak3r on Aug. 4, 2013, 4:15 a.m.
I wouldn't convert any of my projects. no need to. Studio Standard doesn't provide anything additional from what i know, at least not in the sense that it'll do anything for the project. Finish whatever you're working on in Gm7/8 than try a new project in Studio.
There are actually a lot of functions that were removed, some important ones that will make certain projects very difficult to port over. i can't even do some of the projects i have on 8.1 at all on Studio because of this. (you can't load externally so adding objects and images after startup is impossible from what i've heard)Yeah I just found through that topic how to claim this upgrade and it isn't working for me either. Oh well.
Just worked for me! Well this is one thing YoYo has made a good decision about, although not executed brilliantly, obviously.
I upgraded a while back just in case I ever planned on using GMS. I've tried to convert several of my games already and unfortunately it was a huge pain in the ass. Lots of functions are gone, lots of methods have changed, and it'll be a while before I can fully adjust to it. Unlike most people, I actually actively used particle attractors and destroyers and the like, and the removal of both of those makes me a little iffy about converting my particle systems.
Not to mention that I need to see how the new multiplayer plays out, along with a need for an FMOD-similar tool for music dynamics.However, probably my favorite feature of GMS is the ability to alter image scale, angle, blend, etc just from the room editor, rather than going through the object creation code. I used this a LOT and if it also alters the visual representation in the editor (which I haven't tested yet), then I am fucking sold.Also, to add to the particle systems question, particles are already quite a bit faster than the alternative of having hundreds of dynamic objects, because GM's objects are quite bloated and have a lot of data to track even if they don't use it. However, you never had very much explicit control of particles outside of attractors and deflectors, so I'm a bit miffed that they removed that.