There are a few "out-of-the-box" data structures available, these being ds_map and ds_list. The second, is GML's seeming total disregard for sane data structure support. Yes, there is a marketplace to download custom scripts and a few websites you can find them, but there is almost no good library support for this language. The first, is a total lack of outside libraries, due in large part to being a custom scripting language proprietary to Yoyo Games. This fact is related to two major factors. The custom scripting language, GML, is absolute trash. The native particle system is pretty good. It's a 2016 version of wwise but hey, its better than the native audio support inside GMS2. There's a live debugger you can download off the marketplace, and it works pretty damn well and is great for making something look pixel-perfect correct, iterating tiny numeric values in real-time.Īs we are doing some pretty fancy stuff with audio, its great that there is a plugin for using wwise, which is audio middleware. The JDoc-style commenting in scripts is aight, too as it provides some argument-hinting when you use that script later. They can be used to generate on-the-fly spritesheets, collision calculations, shadows the sky really is the limit. The application of surfaces is extremely far-reaching, and really explodes out what GMS2 is capable of doing. Surfaces are basically these instances of "a place you can draw to", after which you can kind of do whatever you want with the result. This is great, especially if you're doing stuff like generating runtime scaled tilesets for a minimap or something of that nature. The engine is also quite fast to build and export your game to various platforms, making iterative development pretty nice.Īnother thing I appreciate is while the editor has a bunch of GUI for managing your different assets, it exposes all this functionality to its scripting language GML, so you can do everything at runtime in your scripts, and really customize stuff. While some parts of these are limiting, they've done a pretty good job overall with this support. That means that out of the box, it comes with a tilemap/tileset support, spritesheets, and many other small utilities for working with a 2D game. I chose GMS2 because it is an engine meant specifically for developing 2D games, which my game is.
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