I am just posting the only new things I could find in the GM7 beta for the GM users who are not registered. Here's a link to the download if you are registered - http://www.gamemaker.nl/beta.html
Info from the help file is navyExtensions Package One: Room TransitionsThe following constants describe the different transitions. They are divided in a number of groups. The create transitions create the new room image from a particular direction. For example, tr_create_left creates the new image from the left to the right. The shift transitions shift the new room into sight. The stretch transitions scale the room into sight and the push transitions push the old room out of the way. The squeeze transitions scale both the new and the old room images while the rotate transitions rotate the new room into sight (or the old one away). The interlace transition create the new room in two phases, first showing half of it and then the rest. And then there are a few funny other transitions. Note that some of the transitions can be influenced by parameters that can be set by functions described below. In particular, for almost every transition it can be indicated that the new room should also be blended with the old room, giving nice visual effect. But best experiment to get the best results. tr_create_lefttr_create_righttr_create_toptr_create_bottomtr_create_left_toptr_create_right_toptr_create_left_bottomtr_create_right_bottomtr_create_center_hortr_create_center_verttr_create_centertr_create_outside_hortr_create_outside_verttr_create_outsidetr_create_bars_hortr_create_bars_verttr_create_bars_bothtr_shift_lefttr_shift_righttr_shift_toptr_shift_bottomtr_shift_left_toptr_shift_right_toptr_shift_left_bottomtr_shift_right_bottomtr_stretch_lefttr_stretch_righttr_stretch_toptr_stretch_bottomtr_stretch_left_toptr_stretch_right_toptr_stretch_left_bottomtr_stretch_right_bottomtr_stretch_center_hortr_stretch_center_verttr_stretch_centertr_stretch_outside_hortr_stretch_outside_verttr_stretch_outsidetr_push_lefttr_push_righttr_push_toptr_push_bottomtr_squeeze_lefttr_squeeze_righttr_squeeze_toptr_squeeze_bottomtr_rotate_in_lefttr_rotate_in_righttr_rotate_out_lefttr_rotate_out_righttr_interlace_lefttr_interlace_righttr_interlace_toptr_interlace_bottomtr_blockstr_blendtr_fade_intr_fade_outtr_fade_outintr_melttr_diagonal1_intr_diagonal1_outtr_diagonal2_intr_diagonal2_outThe following functions exist to set transitions and to modify the way a transition looks. tr_set_blending(blend) Use this function to indicate that in (almost) all transitions the new room must also be blended with the old room (true) or that it must immediately replace the old room (false, default).tr_set_bars_number(numb) Use this function to indicate how many bars must be used in the transitions that create bars. Default is 4.tr_set_rotate_angle(angle) Use this function to indicate over what angle the room must be rotated in the rotate transitions. Default is 360 degrees.tr_set_blocks_size(size) Use this function to indicate the size of the blocks in the tr_blocks transition. Default is 20.tr_set_fade_color(col) Use this function to indicate the color to be used in the fade transitions. Default is black.tr_set_transition(ind) Sets the transition for the next room to ind. This has exactly the same effect as setting the variable transition_kind to ind.tr_set_random_transition(kind) Sets the next transitions to a random transition of a particular kind. Then folowing kinds are possible: tr_all tr_create tr_shift tr_stretch tr_push tr_squeeze tr_rotate tr_interlace Best play a bit with all the different possibility. It is also possible to define other transitions yourself as described in the Game Maker help file. This extension package uses transitions with an index between 100 and 200. So for your own transitions better use a higher index. Although if you are a D&D person, those are included in the room change D&D buttons, but are not customizable.Extension Package Two: Windows DialogThese dialogs are meant to give a message to the user. They can have and icon to show the type of message and multiple buttons such that the user can choose an option. wd_message_simple(str) This function shows a simple message dialog with the string as the message.wd_message_set_text(str) This function sets the text for the more extended message boxes in the next two functions.wd_message_show(kind,but,but2,but3) This function shows the message with the text provided with the previous function. kind indicated the kind of box (which is shown by the icon) as follows: wd_mk_none = No iconwd_mk_warning = Warning iconwd_mk_error = Error iconwd_mk_information = Information iconwd_mk_confirmation = Confirmation iconThere can be up to three buttons. These are indicated by the arguments but1, but2 and but3. Their values can be: wd_mb_none = No button (used when less than three buttons are required)wd_mb_ok = Ok buttonwd_mb_cancel = Cancel buttonwd_mb_yes = Yes buttonwd_mb_no = No buttonwd_mb_abort = Abort buttonwd_mb_retry = Retry buttonwd_mb_ignore = Ignore button(The order will be determined by the system.) The function returns the button pressed. wd_message_show_pos(kind,but,but2,but3,x,y) This function works the same as the previous function, except that the message is not place in the screen center but at position x,y on the screen. Input Box DialogsThese dialogs ask the user to input a string. wd_input_box(caption,prompt,default) This function shows an input box in which the user can input a string. caption is the caption of the input box, prompt is the prompt in front of the value, and default is the default string shown. When the user presses the Cancel button the default value is returned.wd_input_query(caption,prompt,default) This function also shows an input box in which the user can input a string. The function returns whether the user pressed the OK button. The value can then be retrieved with the next function.wd_input_query_get_text() This function returns the text typed by the user in the last call to wd_input_query. Color DialogsThis dialog asks the user to pick a color. wd_color_dialog_show() This function shows the color dialog and returns whether the user pressed Ok.wd_color_dialog_get_color() This function returns the color selected by the user.wd_color_dialog_set_color(col) Sets the default color for the color dialog. File DialogsThese dialogs ask the user to select a file or a picture for opening or saving. wd_open_dialog_show() This function shows the open file dialog and returns whether the user pressed Open (or Ok).wd_open_dialog_get_file() This function returns the selected file.wd_open_dialog_set_file(fname) This function sets the default file name to be used.wd_open_dialog_set_folder(folder) This function sets the initial folder.wd_open_dialog_set_filter(filter) This function sets the filter. The filer must have the form Name1|Maskl|Name2|Mask2|….. For example, it could be Text Files|*.txt|All Files|*.*.wd_open_dialog_set_extension(extension) This function sets the default extension to be used when the user does not specify an extension.wd_open_dialog_set_caption(caption) This function sets the text shown in the caption of the dialog.wd_open_dialog_set_option(option,value) With this function different options can be set. Each option has an index and the value should be true or false. The following options exist: wd_fo_overwriteprompt = Warn the user when overwriting a file (only for save dialogs)wd_fo_filemustexist = The file must existwd_fo_pathmustexist = The path must existwd_fo_createprompt = When a non-existing file is selected the user is asked whether it must be createdwd_fo_nochangedir = After the call the path is reset to the original pathwd_fo_noreadonlyreturn = No files are returned that are read-onlywd_fo_oldstyledialog = The old style dialog is shownwd_fo_dontaddtorecent = The file is not added to the recent files listwd_fo_forceshowhidden = Hidden files are also shownMultiple options can be set with multiple calls.wd_save_dialog_show()wd_save_dialog_get_file()wd_save_dialog_set_file(fname)wd_save_dialog_set_folder(folder)wd_save_dialog_set_filter(filter)wd_save_dialog_set_extension(extension)wd_save_dialog_set_caption(caption)wd_save_dialog_set_option(option,value)These are the same functions as above but this time showing the save file dialog.wd_open_picture_show()wd_open_picture_get_file()wd_open_picture_set_file(fname)wd_open_picture_set_folder(folder)wd_open_picture_set_filter(filter)wd_open_picture_set_extension(extension)wd_open_picture_set_caption(caption)wd_open_picture_set_option(option,value)These are the same functions as above but this time showing the open picture dialog.wd_save_picture_show()wd_save_picture_get_file()wd_save_picture_set_file(fname)wd_save_picture_set_folder(folder)wd_save_picture_set_filter(filter)wd_save_picture_set_extension(extension)wd_save_picture_set_caption(caption)wd_save_picture_set_option(option,value)These are the same functions as above but this time showing the save picture dialog. Find and Replace DialogsThese dialogs ask the user for a string to find and, when using replace dialogs, for a replace string. Of course the game itself must take care of the appropriate action. These dialogs stay visible until the user closes them or they are closed using the hide functions. To find out whether the user presses a find or replace key, you must regularly, e.g. in a step event, check whether a button was pressed using the functions wd_find_dialog_find() and similar functions for the replace dialog (see below for more information). wd_find_dialog_show() This function shows the find dialog.wd_find_dialog_show_pos(x,y) This function shows the find dialog at the indicated position.wd_find_dialog_hide() This function hides the find dialog.wd_find_dialog_find() This function returns whether, since the last call, the user pressed the Find Next button. Best check this in a step event. Note that when the user presses the button only the next call of this function returns true.wd_find_dialog_get_tex() This function returns the find text.wd_find_dialog_set_tex() This function sets the find text.wd_find_dialog_set_option(option,value) With this function different options can be set. Each option has an index and the value should be true or false. The following options exist: wd_fr_hidematchcase = hide the match case check box wd_fr_hidewholeword = hides the whole word check box wd_fr_hideupdown = hides the Up or Down selection box wd_fr_matchcase = whether match case is selected wd_fr_wholeword = whether whole word is selected wd_fr_down = whether the Down direction is selected (rather than Up) wd_find_dialog_get_option(option) With this function you can check the value of the different options. You can use the same options as indicated above. So for example you can use this to check whether only a whole word search must be performed.wd_replace_dialog_show() This function shows the replace dialog.wd_replace_dialog_show_pos(x,y) This function shows the replace dialog at the indicated position.wd_replace_dialog_hide() This function hides the replace dialog.wd_replace_dialog_find() This function returns whether, since the last call, the user pressed the Find Next button. Best check this in a step event. Note that when the user presses the button only the next call of this function returns true.wd_replace_dialog_replace() This function returns whether, since the last call, the user pressed the Replace or Replace All button. Best check this in a step event.wd_replace_dialog_get_tex() This function returns the find text.wd_replace_dialog_set_tex() This function sets the find text.wd_replace_dialog_get_replace() This function returns the replace text.wd_replace_dialog_set_replace() This function sets the replace text.wd_replace_dialog_set_option(option,value) With this function different options can be set. Each option has an index and the value should be true or false. The possible options are the same as for the find dialog. wd_find_dialog_get_option(option) With this function you can check the value of the different options. You can use the same options as indicated above except for the following additional ones. wd_fr_replace = the user selected to replace only one occurrence wd_fr_replaceall = the user selected to replace all occurrences When the user clicked on a replace button you should check these options to see what replace action he wants. Printer DialogsThere are two dialogs here: one to set up the printer and a second one to let the user indicate print options. wd_printer_setup_dialog_show() This function shows the printer setup dialog in which the user can indicate options for the printer. It returns whether the user pressed Ok although nothing really needs to be done with that.wd_print_dialog_show() This function shows the print dialog in which the user can indicate the printer to use and the print options. It returns whether the user pressed Ok.wd_print_dialog_set_collate(collate) Set whether to collate the pages.wd_print_dialog_get_collate() Returns whether to collate the pages.wd_print_dialog_set_copies(copies) Sets the number of copies.wd_print_dialog_get_copies() Returns the number of copies.wd_print_dialog_set_frompage(numb) Sets the first page (when a range is given).wd_print_dialog_get_frompage() Returns the first page (when a range is given).wd_print_dialog_set_topage(numb) Sets the last page (when a range is given).wd_print_dialog_get_topage() Returns the last page (when a range is given).wd_print_dialog_set_minpage(numb) Sets the smallest page number that the user is allowed to indicate (when a range is given).wd_print_dialog_get_minpage() Returns the smallest page number that the user is allowed to indicate (when a range is given).wd_print_dialog_set_maxpage(numb) Sets the largest page number that the user is allowed to indicate (when a range is given).wd_print_dialog_get_maxpage() Returns the largest page number that the user is allowed to indicate (when a range is given).wd_print_dialog_set_range(range) With this function you can indicate the type of page range for printing. The following options exist: wd_pr_range_all = all pages must be printed wd_pr_range_selection = the selection must be printed wd_pr_range_pages = the indicated page range must be printed wd_print_dialog_get_range() Returns the page range, using the same values as above. wd_print_dialog_set_option(option,value) With this function different options can be set. Each option has an index and the value should be true or false. The following options exist: wd_pr_printtofile = whether print to file option must be shown wd_pr_disableprinttofile = whether print to file option must be disabled wd_pr_pagenums = whether the user can select a range of pages wd_pr_selection = whether the user can indicate that a selection must be printed wd_pr_warning = whether a warning must be giving when the printer does not exists wd_print_dialog_get_option(option) With this function you can check the value of the different options. You can use the same options as indicated above. Font DialogsThis dialog asks the user to choose a font. wd_font_dialog_show() This function shows the font dialog and returns whether the user pressed Ok.wd_font_dialog_get_color() This function returns the font color selected by the user.wd_font_dialog_set_color(col) Sets the default color for the font.wd_font_dialog_get_size() This function returns the font size selected by the user.wd_font_dialog_set_size(size) Sets the default size for the font.wd_font_dialog_get_name() This function returns the font name selected by the user.wd_font_dialog_set_name(name) Sets the default name for the font.wd_font_dialog_set_style(style) With this function dthe font style can be set. The following styles exist: wd_fs_bold = bold style wd_fs_italic = italic style wd_fs_underline = underline style wd_fs_strikeout = strikeout style If you want a combination of these style, simply add up the values.wd_font_dialog_get_style() This function returns the current font style. Big blog…
Yeah, there's more new stuff than that >_>
Like new stuff in menus, the publish game feature, the link on the bottom, stuff in global game manager, etcPublish Game feature: Because Mark is just jealous.
Well sure, those features are new, but WOW, theres a link to the game maker website at the bottom of the program!
JakeX is right.Trying to steal our 64digits members?
How dare Mark do that!Red text burns my eyes. Why did you feel the need to put it all in red? Incase we missed it?
there are quite alot of new stuff…
but I don't think its quite enough for me to move up yet…(I still use GM6 (6.1 just isn't different enough for me, and I use paint for my sprites anyway..)Fine, OpticalLiam, happy?
it almost makes me sad that gm7b isn't working on my computer…