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Hello, Your Spriteness.

Do you plan to write an alternative version for GMS 2.3 users to adress all the changes of the engine ?

That's the plan, but I don't know exactly when I'm going to get around to it.  Fortunately, the system still works really well in 2.3 as it is (I'm currently using it in a 2.3 project without any modifications)

The biggest thing I'm taking advantage of right now is that all of my state scripts for a single object are in a single script resource, which is super awesome.  So my resource tree doesn't get nearly as bloated as it would have before.  If I wasn't lazy, I could combine all of the truestate system scripts into a single script resource as well, but I've got them all in a folder that I never open, so it's not that big of a deal.

Good to hear.

I was afraid that some of them would become those unreadable "compatibility script" GMS generate when you import stuff being obsolete.

Thanks.

Mmmh.

Just looking for an advice.

Is it better to: 

a. keep one state script by script ressource.
b. make state as function and group them in one script ressources by character
?

I have one script resource per character with a function for each state in said script resource.
There is also another script resource with shared common state functions that all state code can access.