![game maker studio 2 room editor game maker studio 2 room editor](https://media.moddb.com/cache/images/engines/1/1/854/crop_120x90/gamemaker-studio-2-image-editor.mp4.jpg)
Pretty much everyone and their mother says that drag-and-drop is terrible and there's no reason to use it over GML, most people use a frame counter and if statements instead of using timelines, and the Mega Engine uses it's own gravity and xspeed/yspeed system instead of the built in gravity and hspeed/vspeed variables. I could on for hours about how bad the room editor is.Īnother thing that makes me question why we use GM:S is the fact there are several features of GM:S that we pretty much go out of the way to *not* use, especially with the Mega/Megamix engine. 83 to the object's scale values even with a consistent grid size, the minimap is inaccurate and doesn't always update, there's only *one* undo step. The room editor is stupidly inefficient when it comes to placing tiles, scaling objects will sometimes randomly add something like. GM:S, however, falls right into the former camp.Įvery sub-editor feels like it has some kind of flaw that makes it a pain to use the base IDE has random access violations and can take several seconds to load basic windows editing code is really inefficient due to the large amount of windows you have for objects (to the point where people use a completely separate program like GMedit) and worst of all, the room editor.
#GAME MAKER STUDIO 2 ROOM EDITOR SOFTWARE#
I'm a big believer in that a person using software should never be angry at the program *itself,* just angry at whatever problem they're trying to solve. I figured it's been long overdue that I do a write-up explaining *why* I hate GM:S and why I think Mega Man fangame devs (and the gamedev community in general) is holding themselves back by using it. If you're on the MaGMM元 Discord you've probably seen me complain about GM:S on a semi-frequent basis.