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Opinion about Game Maker on Thu Jan 15, 2009 3:52 pm
Hi folks,
I'm using Game Maker 7 for the Game Design course. This is the first time I've ever used GM, and to be honest, I've found so many things that just seem wrong that I can't keep it to myself. Before I storm to yoyogames and/or Mark Overmars I'd like to hear your opinion. Here is what I found, in no particular order:
I'm amazed by the amount of clumsiness in this program, especially for a seventh edition. Even more so of a version that is called "professional"...
Cheers,
Sybren
I'm using Game Maker 7 for the Game Design course. This is the first time I've ever used GM, and to be honest, I've found so many things that just seem wrong that I can't keep it to myself. Before I storm to yoyogames and/or Mark Overmars I'd like to hear your opinion. Here is what I found, in no particular order:
- When trying out code I just edited, I first have to close the code editor. No code editor I've ever seen requires this. This specifically happens when editing the script in a "Execute script" event action, since that editor opens as a modal box, blocking the entire Game Maker application until it is closed. This also means that if I want to look up something, say the argument order of a script I wrote a week ago, I have to close the editor and re-open it when I want to continue editing. Closing the editor means it forgets all undo-information, so you have to be really careful with this!
- Room-to-room transitions are specified by number instead of using meaningful constants. Isn't using meaningful constants one of the first things we learned in programming kinder garden?
- Rooms are identified by their index number. However, in the editor we only see their names. It doesn't seem to be possible to get the index of a room if you know its name, except by iterating them all.
- The "Instance creation code" of an object instance doesn't run in that instance's scope - "self" is not bound to anything.
- The manual doesn't make any difference between "function" and "function call". From the manual: "A function has the form of a function name, followed by zero or more arguments between brackets, separated by commas." - clearly describing a function call, not a function.
- When editing a room, the room's window title doesn't reflect which room you're editing - you have to go to the "Settings" tab to see that.
- When trying to concatenate a string with an object using the plus operator ("you're in room: " + room) I get an error that claims the object is incompatible with "string +", without telling me the type of the object. If I expected a string but got something else, I would like to know what type of variable I got.
- There are no break points, so properly debugging a script that runs when an event occurs is very hard to do.
- Every time I choose "debug game" I have to re-open the "messages" box. Why can't the program simply remember that I opened it, and show it again at the next invocation?
- Right-clicking on an instance in a room deletes it. Why not take the safe route and show the context menu with a right click? That's what all the other software out there does. Same goes for left-click - it would be much more usable if that were select/move instead.
- It is possible to create your own functions (using "Scripts"), but the arguments are always numbered argument0, argument1, etc. It isn't possible to use proper meaningful argument names unless the first step you take is to assign them yourself.
I'm amazed by the amount of clumsiness in this program, especially for a seventh edition. Even more so of a version that is called "professional"...
Cheers,
Sybren
Last edited by sybren on Thu Jan 29, 2009 1:44 pm; edited 2 times in total

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