Tag: drag and drop

GameMaker Studio 2 impressions: New Project

[Rather than posting a long article that takes days to organize, I’m opting to do short-form posts that focus on a narrow aspect of the new GameMaker. This means more frequent, smaller posts, which will hopefully be more timely and more digestable for readers. For more articles in this series, just follow the GameMaker Studio 2 tag.]

If I click on New Project, I have to choose between creating a Drag & Drop project or a GameMaker Language project.

GMS2: Create new project

Weird; I can’t use both in the same project anymore? [I haven’t actually created a new project yet; I don’t know. But that seems to be the implication here.]

Really, I expect that most GMS users use GML, but I’m glad that they’re keeping DnD, because for beginners and non-programmers it is much easier to learn. And it looks like they’ve really improved the Drag-n-Drop system by leaps and bounds over what it’s been up until now. (I’ll cover this in a separate post in more detail…)

But I think it’s odd that I have to pick between one or another coding system when I create my project.

Really, what I had hoped for was that there would be a “Convert DnD to GML” button that users could use, and this could facilitate learning how to code in GML by starting out in DnD, then converting to GML and seeing what it generates for you. I don’t know whether this is a feature that YYG have planned or not, if it is I haven’t discovered yet. Or, even better than a one-way conversion, YYG could have made DnD and GML completely equivalent, such that there was full coverage of the entire GML language with DnD actions, and allowed the developer to switch between views, viewing the code as visual drag and drop actions, or as GML code, and develop however they’re more comfortable at the moment.

I think this “one or the other but not both” approach could potentially cause problems, and will result in pushing users to using GML-only. When a new programmer begins to learn GML, at first they typically start out by going through a project they’ve created using DnD, and replacing the DnD actions an instruction at a time with equivalent GML. If you can’t do that in GMS2, it will make transitioning that much harder, because you would have to start a new project, and code exclusively in GML, before you’re totally ready. Rather than make a gradual transition to becoming a GML coder, the neophyte GMS2 developer will need to develop sufficient confidence in their understanding of GML to start a new project from scratch and use it exclusively.

This pretty much destroys GMS’s gentle learning curve that makes it great for first-time programmers. Update: GML-DnD conversion is exactly how it works! Right-click in the object-editor and there’s an option to convert from DnD to GML, and vice versa.

DnD to GML

GMS2 allows you to convert DnD directly to GML, and GML can be converted to DnD (it just shoves the GML code into an Execute Code DnD action, so it’s only semi-reversible).

Oddly, the DnD2GML conversion warns you that this is a one-way change, but that is apparently not the case (although converting GML to DnD simply puts the GML code into an Execute Code DnD action).

I suspect that many users look down at DnD disparagingly, but really there’s nothing wrong with using it. It’s quick, and if it’s all you need, it’s all you need. For what would be a simple, one-liner GML script, I often opt to use DnD when I’m in a hurry, because it’s expedient.