GameMaker Studio 2 vs GameMaker: Studio 1.x

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so a lot of people have asked me how Sean Spaulding just going that there is no you and my last name if you ask me a question to spell my last name with a UI and seven thousand eight hundred forty two point five percent less likely to answer your question what's the difference between game maker studio one point X and gimmicks to you two gimmicks to do two is quite expensive and I already own gimmick studio one point X should I just keep using that well it's kind of a big question because an answer in terms of what's changed the answer is every day but also quite notably basically nothing now game X to do to has the same overall idea philosophy and the coding language and basic workflow is nearly identical and it uses a lot of similar stuff and systems and ideas and iterate on those ideas because you know of course it's game maker studio two after all right but it is a wholly new IDE and wholly new program and a lot of paradigms and systems have changed so let's take a look at what the whole UI is crazy different because it's been rebuilt from the ground up let me just look at it it's way better it's all kind of built out of modular windows that you can kind of drag around and dark redock and use however you want it can be a bit weird sometimes Doc's have tabs the tabs can also seemingly contain docs and don't doc thing you have to click the right thing and it's not always clear which thing you need to click to dragged what thing to get it but hey at least it doesn't do this this it's actually kind of like a modern good UI and it like makes sense and doesn't look like trash lots of things are better than they used to be global game settings is less awful everything feels more responsive while it can be a bit weird at times to customize it it is thoroughly customizable you can change a ton of things about how UI behaves which you couldn't in one point X the overall point here though is that almost everything in the UI has been improved in some way like seriously everything and there are tons of tiny nice fixes and improvements and a huge number of customizations that you can now make backgrounds are gone in one point X if you wanted a static image that did nothing in your game and was an interactive you'd use a background to be cheaper than like placing an entire object having code drawer as sprite manually or whatever you would do before right but now backgrounds are gone and everything as a sprite you can place sprites directly into the room just as you could with background without making objects and now this means they can animate and do everything that sprites can do the room editor the room matter is way way way way less awful than one point X's room editor you can start brush sizes rotate things use a grid don't use a grid live animate the whole room and and remove multiple things at once without everything breaking set room inheritance to make rooms based on other rooms and a whole lot of the old problems at one point acts like not being able to edit objects below other objects is fixed by the addition of layers which we'll come to in layers as layers in the room editor now specific layers for specific things layers fundamentally replace depth although you can still basically use depth it creates temporary layers and layers a cheap like really really cheap so if you're worried because you don't know how many you were used to using that don't worry why you got to worry so much just just do your thing but layers are great you can run scripts on layers and do blendy things and create tile layers to work with tile sets proper ones so tiles before were kind of a made-up fairytale and we're playing x-men you really exist properly from what I know you were just sort of splitting up backgrounds into multiple parts and then basically still just placing backgrounds in a slightly less horrible way in the room editor and game maker studio 2 there are proper tile layers and tile sets meaning an actual grid is being stored by the game with information about what should be in each tile of that grid this lets you do tile collisions really easily with cool new functions like tile map get at pixel rather than having a bunch of a wall objects everywhere for that platform you're working on these tiles can also animate just like everything else and finally there's also built in Auto tiling so that tutorial video I did on using a big script of Auto tile or 48 tile tile set in your room you don't need it anymore have a three now so you can paint lovely tiles everywhere and can see the results immediately rather than just at runtime which is a massive improvement you can also use these to do a lot of other things other than just placing tiles you can just use tile maps to do generally cool grid related things in your game but we'll come on to more on that stuff in some future game make studio 2 tutorials workspaces workspaces are this weird infinite void on which most of your windows will open you can scroll infinitely in any directions you mountain zoom in put things next to each other see relationships and so on which sounds very cool but it's it just doesn't seem very good in practice I mean I don't even mean that it's patently implemented I just mean that the main idea doesn't seem to really pay off and in some ways you could consider the way it's currently set up to even potentially be slightly worse than one point X which just sort of created floating windows for everything and that wasn't even my good there's no good reason to pan around the workspace of things when you have access to your whole project in the resource tree or for larger projects by the new search command control T which is awesome by the way it was an excellent new feature again make studio 2 meaning really the fact that everything is contained inside a workspace rather than floating above it just means that it's kind of constricted by whatever windows surround that workspace you can collapse these docks to get more space by pressing f12 but unless you have a 4k monitor you're going to find yourself doing this quite a lot you can maximize code and put it on a tab too and that's really the best way to do it unless you want to go mad with claustrophobia and you're going to want to basically do this every time you're not working with a really small script just so that you have the space on screen there's even really a lot of great new features here that is really well like being older split script into columns view multiple scripts and tabs which is amazing and really really useful but because everything kind of defaults to the workspace or set up time to get to here is way too long you have to keep doing it and you're never really going to want to use these kind of cool code window splitting features in a workspace because you don't really have room for it you're going to want it full screen kind of full screen only there have been the odd occasions or where I have been glad I'm able to see two things side by side or I have quickly panned from one small script to another nearby in my workspace and back on occasion where I can remember where that thing is in the workspace but that's far between and thus a things in time there don't really seem worth it when they could have just put everything into tabs that could then be popped out as Windows I think these problems are kind of outweighed by a lot of workflow improvements overall in the software especially over one point X but workspaces yeah I'm just not personally really feeling it yet the image editor so in one point next the sprite flash image editor was broken down into three windows for some reason one was kind of a metadata for the sprite this means settings the second was like a animation previewer but let you pick a frame to edit and do some other kind of overall transformative things to the whole sprite and the third was the image editor itself GGO to all the features from that kind of middle window that second window has kind of been fused into the first and third windows now you only have one sprite editor window and then one image editor the image editor itself is a lot better than the old ones and it does have a lot of cool new features you can split view now draw one hour animating is a nifty thing that not many tools can actually do with some cool situational uses and it definitely definitely beats out the one point X image editor well mostly there's some built-in effects from one point X that were quite useful for making quick changes like cue sliders via animations and so on and currently under the effects menu in GMS - the only thing listed is grayscale now I know for a fact that more this stuff from one point next will be making its way across eventually although I have no idea when or exactly which of those things if all of them will make it across or not I don't know but really overall the image editor in GMS - is as good or maybe really quite a bit better than it honestly needs to be so that's pretty cool oh yeah there's layers now there's layers in the image editor as well everyone loves layers layers everywhere it's not written in Delfy it's written in c-sharp and this basically is the reason why everything is better now why most things that were terrible about one point X stayed terrible for so long even though they were obviously terrible and most importantly why all the things that are better now can keep getting better the main thing to understand is that one point X was getting to a point where it's really as good as it gets technologically GMs who actually can be improved in ways that one point acts mostly just come because it's Delfi drag-and-drop is different and better drag and drop now basically has all the same power as GML there's a few things missing here or there but you can now more alas construct drag-and-drop logic the same way you structured code there's no bear evidence of this than the new fancy live preview stuff you can do to see exactly what your DND actions would look like in code as you build it the drag-and-drop also uses a fancy node based system which just makes it a little bit easier to kind of look at your overall chain of logic and kind of see how things flow and work rather than just kind of a stack of icons and text fields you kind of saw before GML is fundamentally the same although the script editor itself has seen a bunch of UX improvements actually coding in game maker is exactly the same well okay not exactly where new systems have been introduced there have been obviously changes and new function groups made so the new features like layers tiles and cameras there are new GML functions that doing cool stuff with those new features oh yeah those cameras now they make 3d a bit easier and could do some cool stuff I did a whole other video on that though so whatever and for all systems that these new things replace like backgrounds views debts and so on some of those functions have obviously gone away however there has been a ton of work going on backwards compatibility importing any old gm1 point in X project Entergy ms2 will automatically rework all of the necessary things for you and it should just work off the bat instance create changing set instance create depth and instance create layer is probably the change that will catch the biggest number of people as i say basically everything about how the language actually works and using it like syntactically and so on is exactly the same as it has always been and won't really present any challenges to people moving over from one point x no more : there's no more : in a name it's just not there any more conclusions gimmicks to you to is clearly quite a bit better than gaming studio one point X has a lot of new features and there's fundamentally a much better overall user experience and importantly is only going to keep getting better and more powerful at a much faster pace than one point ax ever did because unfortunately one point X due to its foundations I only really ever have so far it could ever go and was really starting to reach its absolute limits importantly also gaming studio 2 is still game maker everything that GMS one has that was great still exists and it's all largely been added to or improved upon more options more features more customized ability and a better user experience if you have one point X do you need to buy GMS 2 that's the big question isn't it the answers not really but it is a lot better if you're nearing the end of a project you're only really going to cause yourself headaches by switching over to GMS - even though the backward compatibility is very strong there's no need to do it unless something like layers or tiles is going to give you something your game desperately needs I actually do have a project that I'm restarting in game X to do too because tiles just make everything I want to do a thousand percent easier one point X is still a great tool still very powerful very feature-rich and viable to use yo-yo have already committed to making sure that all the export platforms on point X continue to be properly supported and maintained for quite some time yet but the issue is that one point X is a tool that can no longer really grow not just because all their attention is being put into GMS - even though it is but because it was built on a foundation that could only ever go so far if what it does now today suits your purposes and it does do quite a lot then keep at it if you like game maker but kind of want more of it it might be worth investing in a copy of gaming studio - well that was longer than I thought it was going to be I'm just watching I want to give a shout out to everyone of my patreon supporters without whom cool videos like this simply could not happen I also want to give an extra special shout-out to the following Angel Rodriguez Dan Harold Guidry and Jason Macmillan thank you for supporting the work that I do and I hope you enjoyed this video if you enjoyed this video yes you I mostly make video tutorials the game maker so if want to see more stuff like that and more stuff like this maybe click the subscribe button I also stream game development on Twitch so you can check that out too I guess if you really really like what I do I want to get more involved in it maybe consider becoming one of these codes and dropping me a dollar two on the on patreon if you hated this video I'm not really sure why you're still here but thanks for hearing me out at least just listening bye bye
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Channel: Shaun Spalding
Views: 115,961
Rating: undefined out of 5
Keywords: Game Maker (Video Game Engine), Tutorial, GameMaker Tutorial, GameMaker, Game Development, Indie Games, Tutorial Series, Game Maker Studio, Making Games, GameMaker: Studio, GameMaker Studio 2, GameMaker Studio, GMS1, GMS2, GM:S, Comparison video, Comparison, GM
Id: 7H5oCgA_JVQ
Channel Id: undefined
Length: 13min 36sec (816 seconds)
Published: Fri Jun 09 2017
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