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SUGGESTION: Code only object window on adv. mode


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#21 rucodemente

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Posted 16 December 2011 - 06:24 AM

I don't know who decided to move this to "the community" this was a post regarding GM:HTML5 and future versions... ¬¬

Guys, you're missing the point:

I'm not saying this option should be mandatory... rather it would be a nice optional feature for many people.


I think normally the path of most users is:
1.Start doing most of the stuff through D&D.
2.Adding some code here and there.
3.Using mostly code, and using D&D only for the stuff you still don't command the code for.
4.Pure code.

So, again, this option should be configurable.
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#22 Nocturne

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Posted 16 December 2011 - 06:58 AM

I don't know who decided to move this to "the community" this was a post regarding GM:HTML5 and future versions... ¬¬


I moved this to community. Nowhere in your original post do you state that you are specifically talking about GM_Html5, and as the change you propose seemed for GameMaker versions IN GENERAL it is better here as then the Community can discuss the issue (which it seems to be doing)... And (as it seems that my post was ignored) I'll repeat that I'm pretty sure Mike or Russel have mentioned that this is going to be added to either future versions of GM:Html5/Studio OR GM9.

As for code folding, that would also be a very nice addition to the code editor! It would make de-bugging sooooo much easier, especially when the codes involved extend over 50+ lines...
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#23 paul23

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Posted 18 December 2011 - 06:06 PM


Rusty's problem would be solved if the script editor had code folding.

Basically:
Spoiler


That would actually be a lot nicer and easier to organize.

Well you can think like that.. Though an important difference (to me) is that when unfold, "folding" doesn't take up space or moves text across the screen. (so you can still manage whitespace manually.
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#24 martan92

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Posted 18 December 2011 - 10:00 PM

I have also wanted this for a long time now. It whould be so much easier and faster.
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#25 Squarebit

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Posted 19 December 2011 - 06:40 AM

As an optional feature this would be great. I would love it but I can see new users being confused and/or intimidated by it - hence why I think it should be optional. Now.. can't argue with something that is optional, no?
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#26 Knuked

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Posted 07 January 2012 - 01:04 AM

This would make some things much easier so I'd like to see it implemented. However, in some way, we should still be able to combine code with D&D if desired.

I love this idea, I'd like to have it and like BigJ said, it should obviously be an option.
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#27 daspirit

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Posted 07 January 2012 - 02:14 AM

I dislike this idea, it's a lot easier to have the code in a separate window, that way you see more code.
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#28 Big J

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Posted 07 January 2012 - 02:21 AM

If this idea gave us a big script editor window for editing the event, it would be just as easy to see the code as it is when making a script.
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#29 Knuked

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Posted 07 January 2012 - 05:26 AM

I dislike this idea, it's a lot easier to have the code in a separate window, that way you see more code.

Actually, if you open GM right now and maximize the object window it's rather big. Although missing the script toolbar, it's actually larger in height than the script editor which allows you to see more code! Now if you mean horizontally then yea, but you shouldn't be writing code that wide anyhow. I mean it's perfectly legal but it is tedious to scroll horizontally while trying to read code. At any rate, as we mentioned, it should be an option not a permanent change. This way, everyone can do it how they like.
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#30 King Tetiro

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Posted 07 January 2012 - 12:03 PM

I support coding in the object menu. Apart from adding the Code DnD to access GML in an object, I never use DnD. This would be a treat for me

Edited by King Tetiro, 07 January 2012 - 12:04 PM.

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#31 thatshelby

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Posted 08 January 2012 - 12:15 AM

I like this idea. +1 huhuhuh yes i did click the plus one button

I think a setting to make the objects open maximised by default would be good. If that happened, no more fiddling around with the interface.
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#32 Rusky

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Posted 08 January 2012 - 02:02 AM

Fullscreen objects (and other resources) would go nicely with tabs, docking, and splitting panes.
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#33 link3000

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Posted 08 January 2012 - 04:38 AM

I definitely think there should be an option of some sort to assume the user is only using the code block. I think that mock-up is as close to what I would like to see as I could ask for.

Also the ability to collapse code would be fantastic. While at it, how about the //TODO feature some IDEs have?
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#34 mrsmes

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Posted 04 April 2012 - 08:13 AM

well to be fair for new users i think you should be able to drag actions into code blocks or one code window merging code with actions could eliminate the need for events and you could customize your own ones or choose if you wanted events to be used as well as the other features.
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#35 icymx

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Posted 04 April 2012 - 09:33 AM

This seems like a good idea. I think it would be even cooler if there were four modes (instead of the two currently existing ones):

1. Simple mode, exactly the same as simple mode now
2. Novice mode, same as Advanced mode is now
3. Intermediate mode, where adding an event automatically adds the code action, and you can drag actions into your code and have GM convert them to GML for you
4. Expert mode, basically the mockup earlier in this topic
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#36 chance

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Posted 04 April 2012 - 11:15 AM

This seems like a good idea. I think it would be even cooler if there were four modes (instead of the two currently existing ones):
<snip>

Fortunately, YoYo developers are devoting their efforts to totally new capabilities and speed improvements. Not wasting their time on trivial changes to the IDE.

GM currently offers Simple or Advanced mode, Actions-icons or code. Let's hope they leave it at that.

Edited by chance, 04 April 2012 - 11:16 AM.

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#37 thatshelby

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Posted 06 April 2012 - 08:57 PM


This seems like a good idea. I think it would be even cooler if there were four modes (instead of the two currently existing ones):
<snip>

Fortunately, YoYo developers are devoting their efforts to totally new capabilities and speed improvements. Not wasting their time on trivial changes to the IDE.

GM currently offers Simple or Advanced mode, Actions-icons or code. Let's hope they leave it at that.




I don't think it's trivial at all. What good is a program if it's too annoying to use comfortably? Imagine if you paired the speed of development with Game Maker with a powerful, effective, easy to use interface: I bet the production speed would increase massively. After these speed increases and new features are in, I dearly hope the next thing addressed is the interface.

I don't think there needs to be four modes, and i would even be happy without code-only: just get rid of these modal windows.

Edited by Theophilus, 06 April 2012 - 08:58 PM.

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#38 Big J

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Posted 06 April 2012 - 09:35 PM

If it were a trivial change, they would have already done it because it might have been easy.
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#39 chance

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Posted 06 April 2012 - 09:53 PM


Fortunately, YoYo developers are devoting their efforts to totally new capabilities and speed improvements. Not wasting their time on trivial changes to the IDE.

I don't think it's trivial at all. What good is a program if it's too annoying to use comfortably?

Why is the "option" to use Action Icons annoying to you? How does it make you less comfortable? You're free to ignore them, and use GML code.
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#40 Big J

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Posted 06 April 2012 - 10:14 PM

The real problem is the fact that the object-code editor is modal, so one cannot simply make a change to the code and run the game. They have to exit the code editor, and then run the game, then re-open the code editor and continue working. I get around this by putting 99% of my code in scripts... whether that code is re-used or not.
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