QUOTE (e_barroga @ Sep 8 2009, 11:06 AM)

Using third party drag-and-drop libraries is not using GML. Can someone who does not know GML use a library someone made then say: "Oh, btw... I made this game with GML"?
The third party library would need to be created with GML. By D&D, I at least am referring to the built-in D&D. If you count libraries, then its a lot less limited and the biggest problems are 1) getting those libraries and 2) the unwieldy interface.
QUOTE (e_barroga @ Sep 8 2009, 11:06 AM)

Perhaps the default drag-and-drop libraries are limited in the same way that Game Maker is limited if there were no way to utilize DLLs, but claiming that drag-and-drop is limited is wrong because it is only an interface (the same way GML is to get things like logic and display possible).
This is where you and everyone else differs. Everyone else is discussing the built-in D&D, while you somehow think that there exist libraries for every single feature that the built-in D&D lacks and that they just magically appear when they're needed.
Also, the idea that D&D is exactly equivalent to GML is wrong as well. The action to change the sprite also changes a number of other properties, as do many other actions. If you used enough of these actions, your game would run more slowly and be less flexible (e.g. you can't change the xscale without setting the mirroring explicitly, you can't change alpha without changing color explicitly). Of course you can use the action to set a variable, but that defeats the purpose of D&D- you can't see what things are doing by the icons anymore.
QUOTE (e_barroga @ Sep 8 2009, 11:06 AM)

If some of Game Maker's functions (like the math functions) vanished, would you agree that Game Maker is limited? Whatabout if hspeed, vspeed, direction, speed was gone. Limitation is only defined by your absence of knowledge.
"You can't make fancy effects or behaviors
as easily," I said. Also, if the math functions vanished, I would agree that GM is limited. Try writing an efficient lengthdir_x and/or cos function in D&D or GML.
QUOTE (e_barroga @ Sep 8 2009, 04:15 PM)

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Why can't you admit that D&D doesn't have for loops? This is a prime example of how D&D is lacking.
That isn't even close to a prime example of how drag-and-drop is lacking.
But it is an example, no matter what your definition of prime is.
QUOTE (e_barroga @ Sep 8 2009, 04:15 PM)

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And having to use libraries for many functions that are easily available in GML is counterproductive.
The same thing can be said the other way around where lines of GML is counterproductive opposed to a single drag-and-drop library that could have taken care of it.
That single drag-and-drop library would have to be written first, and what type of situation are you talking about anyway? Besides the inflexible sprite setting functions, most D&D actions are 1:1 with lines of GML.
QUOTE (e_barroga @ Sep 8 2009, 04:15 PM)

I still find it unbelievable how hard it is for you to grasp the similarities between D&D and GML.
Nobody's having trouble grasping the similarities. It's you who's having trouble understanding the disadvantages of D&D.
QUOTE (e_barroga @ Sep 8 2009, 04:15 PM)

[Edit:]
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Of course it depends on what type of game - arcade style with simple gameplay and controls would be possible in d&d (multiplayer mode would need GML though). A platformer is more difficult, shooters harder still and of course 3D is impossible without a very advanced knowledge of GML.
Multiplayer can be done without GML but impractical, a platformer was one of the first things I've done with Game Maker which was pure D&D, the first time I did 3D with Game Maker used drag-and-drop, I've done a lot of things without GML before switching to GML only because of how similar they looked. Infact, I noticed that they were exactly the same besides the fact that you code in one and you drag and drop in the other (who knew?). Of course, this is something
pounce fails to comprehend.
"Multiplayer can be done without GML
but impractical." Yeah, that supports your point of view so well.
How'd you do 3D with D&D? Exactly- with a library. Guess where that library came from? GML.
Now, they are not exactly the same. They just aren't. You're the uncomprehending one here- I've already given the example of the sprite actions, there's also the lack of
creating resources (you can only replace them), the lack of data structures, collision_* functions, conditional loops, functions to customize message boxes or the high score list, etc.
Yes, you can do some of those things in libraries, but it's still not as flexible. For instance, you can't use actions inside expressions in other actions, no matter how much you want to, not even with a library.