concept of checking async_load, waiting for output in a different event, etc.) The "variables" dropdown in object properties Responsive UI layout and view scaling, especially on mobile and HTML5 Integrating with other programming languages via extensions or networking What specific sections or features of GameMaker Studio 2 would you like to see covered in future tutorials? Modular design and project management in post-2.3 GMS Process of expression evaluation and execution flow (especially value tables) Searching for and reading Manual entries What are some lessons or concepts you’d like to learn about in future tutorials? The slower pace of these genres also allow more time for reusable concepts to sink in, and remove the most of the dependence on reflexes and excitement that often distract from learning. variables, events, execution flow, etc.), which I see a chronic deficit of among novices. data modelling with structs and arrays, separation of model and presentation, etc.) and general code-level competencies (e.g. In my opinion, these genres are better at covering data-driven competencies (e.g. These genres are chronically underrepresented in currently available teaching materials for GMS 2, and consequently also in products made using GMS 2. I want to see more slower, non-action genres such as hidden-object, match-3, card games, board games, or graphical novels/point-and-click adventures. What type of game genres would you like to see covered in future tutorials? YoYo can't help with mental discipline, but they can and should help with technical competency.) In addition, my experience on Q&A shows that most novices already have a lot of design ideas, their main problems are mental discipline and technical competency. However, as the first point of contact, YoYo does have a distinct role in teaching GMS 2 that other sources cannot replace. (Reason: Again there are already enough sources for design concepts online, and because they are language-neutral, YoYo does not have a distinct role in teaching them that others cannot fulfill. Samspade has a video warning about this for a good reason.)ĭo you prefer tutorials that focus more on technical concepts or design concepts? In addition, I think tutorials that cover the entire creation of a game give an unrealistic view of how actual development progresses, and foster a copy-and-paste attitude to programming. (Reason: There are already enough "let's make a game" tutorials out there, no need for YoYo to make more. And given that there is a simplified Chinese localization but none for traditional Chinese, it tells me YoYo is going for Mainland China - so why is YoYo still hosting the videos only on YouTube?)ĭo you prefer tutorials that cover the entire creation of a game type or tutorials that are more focused on a specific lessons/outcomes? In addition, since GMS 2 is now available in many languages, localization becomes a priority, and written tutorials are easier to localize and update than video tutorials. (Reason: There are enough video tutorials on YouTube already, no need for YoYo to spend resources adding to it. YoYo should either think about bolstering support for it to capture part of the no-code development market, or drop it going forward if they aren't going to help people trying to use it.)ĭo you prefer written tutorials, video tutorials or a mixture of both? (Reason: While I agree that GML is what will be used at production capacity, there is a remarkable deficit of DnD tutorials and community support for it. Rather than repeating my points, I will let my responses to the survey do most of the talking:ĭo you prefer to see tutorials focused on DnD, GML or a mix of project types? It's because the novice was doing stupid things that could have been avoided by not taking a Goldilocks or infinite-monkey approach to the craft. Whenever you see a responder flip out on a novice, you know it's not because there was a shortage of material for cloning a platformer or some pre-1990s arcade game. Otherwise you are not really helping anyone, you are just making more of the same clueless, slap-dash rookies that responders like Nidoking and I clean after daily to the point of burnout. You have to also make tutorials that teach what novices don't know they need, which YouTube authors typically avoid for SEO reasons. If novices knew what they actually needed, they weren't novices to begin with. If YoYo doesn't get any of my other points, I hope they get this: You can't foster novice success only by teaching what novices think they need. As a Q&A responder nearing my breaking point, I can say with absolute certainty that kowtowing to novice wants is absolutely dangerous. Results from this survey will likely reflect what novices want, but not what novices need to be competent. While this survey shows a YoYo that is receptive to client input, there is also a dark side to it.
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