![]() When you open the script editor window it will have the following options and layout: The script editor in other placesĬannot be renamed and will have a name specific to what is being edited, like an object event for example. Once you become more familiar with GameMaker Studio 2 and want to use it to its fullest extent, it is advisable to start learning to use this language, as it greatly expands your possibilities when creating games.Ī script asset can be named by right-clicking on it in the Asset Browser and selecting Rename,īut note that the script name must conform to the scripting rules for functions, so they can only be alpha-numeric, must start with a letter, and the only symbol they can contain is the "_" under-bar symbol. ![]() The script editor is where you write your GameMaker Language code, which is the built-in programming language that GameMaker Studio 2 uses (see the GML Reference section for more details). For that please see the following sections: This editor is used for creating custom script assets, as well as for coding object events, for adding room creation code,Īnd for many other things, and as such, this section simply details how the script editor works, and not how to create script assets nor how to use Drag and Drop™ to make scripts. ![]() ![]() This section deals with the script editor (also called the text editor) which is where you type in all the code that ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |