Oh sorry if I knew it was you I'd be more subtle about it. In any case I think it could only benefit from further improvement.
It is very detailed for DnD, and the tutorials are indeed a great help but when trying to get into gml it gets really vague. I'm not expecting a help file "learn how to code in 2 weeks" but still...For example reading about the sound commands it lists both obsolete functions and "working" ones but I keep getting the obsolete function msgs. Regarding variables it explains what they are and what their purpose is just fine, then goes on saying here are some of the default variables/ included variables of game maker (don't remember the phrasing but I think you can understand what I'm saying). Trying to look for a list of all the included variables, functions etc but I can't seem to find it in the included help file nor for that matter to a pdf file I found online (I think it was the gm8 manual) nor in the wiki.
Don't get me wrong and I hope I don't come off like I'm bashing you or GM. Maybe it's because you can't see from noobish eyes, but I think a list of all things in gml even if not explained would be great for learning just by playing around with them.
Unless the help file does indeed include everything on gml, then it would seem I totally missed the point of how gml and programming really works and in that case I apologise.
EDIT: and thanks I'll look as soon as I can in that section again
Actually the help file is not comprehensive at all, at least in the standard edition. Is there a plan to release a manual listing of all the "default" gml variables functions etc? Also it would be nice to clear things up on the help file, for example concerning sound. It is time consuming searching forums for a simple pan effect, and a bit surreal having to install an extension or something for basic volume control.
Edit: oh btw if I'm not mistaken Sokoban Palace was made by you? It is awsome.-
Hey I'm on a -weak- linux netbook atm but judging from your video this looks really good! Really liked the graphics, and they serve the game just fine. The core gameplay seems fine. It's ultra simple but still fun and that I think is really important. Looking forward to see how this turns out. Cheers!
(If Gabriel_Down reads this: I found it quite funny how similar our "way" to GMS was (free version, of all possible games choosing a breakout which leads to GMS standard to work on and all that practically at the same time) and I am eager to see what will your version will turn into finally )
Hah indeed! But let's face it breakout is so much more fun that clicking the damned clown and flying fruits.. Best of luck to both of us
Thank you very much! I'll try to understand the code and then implement it or change it around (by that I don't mean in any case that it's obscure or anything of the sort, I' just new so I need these starting points to figure things out -partly- by myself)
I'll update when I have at least 10 playble levels, intro screen, transitions and more power ups.