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GameMaker Studio 2’s unique development workflow allows you to export games directly to Windows desktop, Mac OS X, Ubuntu, Android, iOS, tvOS, FireTV, Android TV, Microsoft UWP, HTML5, PlayStation 4, and Xbox One.
Customize your development environment by choosing from its predefined skins or creating your own.
Organize your workspace by linking tool windows where you want them.
Thanks to its unique structure and workflow, managing your in-game items has never been easier.
With tabs and the ability to split the editor, you can work with multiple files without having a window for each file.
Drag and Drop
Use its intuitive drag-and-drop (DnD) system to start your game development journey. Learning how to make games is easier than ever.
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Choose what you need from its extensive library of events and actions to sculpt the game you want.
Learn to code by looking at the code behind its DnD actions and taking your game to the next level.
Based on the C programming language, GML gives you all the power of other programming languages while being easy to learn.
The GameMaker Room is where everything happens in your game. With Layers, Inheritance, Mosaic Brushes, and more, GameMaker’s Room Editor is better than ever.
Take control of how objects are ordered in your room and draw sprites directly without needing things.
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A completely reworked and complete new image editor gives you the tools you need to create the assets you want for your games.
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Extend the power of GameMaker by including third-party libraries and SDKs.
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What Is New In The Latest Version Of GameMaker Studio Ultimate Pro Crack?
Added Text Tracks in Sequences
- You can now add text tracks/instances into your sequences by clicking the “T” text tool in the canvas toolbox, editing the text via the new text layer inspector (which will open automatically when creating a new text item in your sequence), and animate it via the dope sheet, then draw it in-game later on.
- Note that at this time, there is no ability to override the contents of the text in-game later, but this will come sometime in the future.
Updated SDL2 Version to Fix Various UI/UX Issues
- Fixed bugs with Non-Microsoft IMEs not giving the expected results when typing in the Windows IDE (such as Baidu and others).
- If you use an IME, it would be great to get your feedback on whether this version is better for you now and if any significant issues still exist.
Added A Toggle for If Arrays Should Copy-On-Write
- There is a new game option for whether your games should continue to copy arrays when writing to them or not, which may perform/memory improvements in your games.
- Note that when opening/importing existing projects, this will default to being enabled (maintaining the old behavior of doing the copy), and for new projects, this will default to off (the recent behavior of not copying).
Added Support for Defining In-Game Colours Using CSS Values
- You can now insert CSS colours into your GML code by using a ‘#’ symbol followed by 6-digit hex code – e.g., var col = #F0F8FF; // AliceBlue.
- Be aware, though, that this sets col using the correct format for GMS2 (which is $AABBGGRR, while CSS colors are in the form #RRGGBB), so the debugger and elsewhere in GMS2 will show col as $00FFF8F0 (or 16775408 in decimal) rather than the #F0F8FF you might have expected.
- Note that this format is used anywhere where a number can be used, as GML colors are just numbers, so these hex values can be used in more areas than just defining a color.
New Functionality Within Xbox Builds
Game Options for the GDK target now has a new checkbox for enabling “Simplified User Model” functionality (defaults to off), which will then toggle the user model in your games.
Game Options labels for the Xbox stat-system names have been reworded to match Microsoft’s current naming conventions. The settings have been expanded to allow mixing systems (again, to check what Microsoft allows nowadays).
Removed In-Built Steamworks Functions
- Removed the old code inside the runner for all Steam functions (which relied on an ancient Steamworks SDK) in favor of a new extension that can be updated more quickly in the future.
- This means that your games do not always ship with Steam built-in now, regardless of whether you were using it.
- For this reason, many of the IDE settings for enabling and configuring Steamworks are now gone, in favor of you editing these values inside the extension once it is added to your project.
- The new Steamworks extension will be added to the Marketplace soon – again, to be clear: you will require this extension in your project and configure some of its setup values if you want to enable Steam in your projects going forward.
Refinement Of the IDE Translations Process
- You should not see any negative impact from this change – however, be aware that the tools used to generate translations are being changed, and also, and we are performing clean-up on several of the language .csv files.
- This will allow the quality of the translations to improve and more of the product to be localized, plus for the translations to arrive more quickly after a new feature has been added.
Misc Important Changes to Be Aware Of
- There is an essential fix for making login sessions one for the host machine instead of one per-IDE install on that machine, so you should see this behave properly now.
- Windows x64 support is now enabled by default when creating any new projects, and will be the output package you get from a Create Exe (you can disable it again in Game Options > Windows should you need to).
- Fixed a few issues with dodgy/slow internet and uploading games to Opera GXC (the dialog also now tells you if your package size is over the limit and various other UI/UX improvements).
- Some UX and UI improvements have been implemented on the Start Page, so things have moved around slightly (see below for specifics).
Splash screen images would only work in previous versions if it were an open .png file you supplied in Game Options (as opposed to some other format, but renamed “.png”); however, GMS2 will now detect a mismatch and convert incorrect file types.
Other Bugs Fixed
Custom noise PNG made in Paint.net causes builds to fail.
[YYC] Fixed that using a pre-inc/dec expression as a function argument would cause the build to fail in 2022.1.
Android now more reliably stops the build timer/process automatically when a compile error occurs, rather than always having to click the stop button yourself before you can build again.
- [Ubuntu IDE] Android YYC builds no longer fail because of case sensitivity issues with Gradle.
- Building Projects: [HTML5] Fixed a caching issue if a different layer effect is selected in a room between runs.
- Building Projects: [Windows IDE] iOS extension app delegate class names are now correctly maintained during the build.
- Building Projects: [macOS] “Allow Incoming/Outgoing network connections” values are now correctly written to the Xcode project again.
- Building Projects: [OperaGX] Failed builds could still try to upload the broken package, and GMS2 crash if attempted.
- Building Projects [TVOS]: Fixed silent crashes during startup running on simulators, even with empty projects.
- Building Projects: [Ubuntu YYC] Builds no longer fail due to the ssh error “The client is already connected.”
- Building Projects: [XDK YYC] Fixed an issue where projects containing functions that have multiple unused arguments might have failed with the error “Fatal error LNK1248: image size (…) exceeds maximum allowable size (FFFFFFFF)”.
- ‘Shift’ override now works correctly when NumLock is on.
- Code Editor: Calling an inherited constructor which has optional args no longer throws an error if you try to call it via, to skip an arg.
- Code Editor: Fixed various bugs with Non-Microsoft IMEs not giving the expected results when typing [as mentioned above].
- Code Editor: Ctrl+Tab to switch to fullscreen code editor tabs does not also activate the caret inside the editor.
- Code Editor: IME windows do not open at the cursor position, always to the bottom-left of the whole screen.
Improved the messaging/handling of the “too many changes” error by quickly confirming if the entire project folder has been lost or not and giving a more helpful message if it was deleted while GMS2 was open.
Game Options [Android]: Installing new SDK versions populates the API dropdown correctly on Intel Macs (M1 Macs already worked fine).
- Fixed the sprite preview frame occasionally becoming blank after deleting a frame.
- Inspector [Sprite]: Origin points now cannot be moved while the sprite is locked in the Sprite Editor.
- Inspector [Room/Sequences]: Asset preview does not update when changing frames in an instance.
- Install: [Ubuntu IDE] Now runs a runtime post-install script to fix the file permissions after downloading a new runtime [same as the Mac IDE has done for a long time].
- Path Editor: [Mac IDE] Right-Click hotkeys for “Pan To Path” and “Reverse” now show the correct keys.
- Preferences: [Runtime Feeds] “Clean Runtimes Now” button now works correctly again [it will remove all runtimes other than the active one and the one that IDE initially launched with (if these two are different)].
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