Once you have set up the default configuration, you can then add a new one to the Configuration Editor by right clicking on the configurations folder and selecting Add Config, or by clicking the " Create" button at the bottom of the window. Included Files: Set the "Copy to." field to the required platforms for the configuration.Audio Group Manager: The sounds that are assigned to the different audio groups is confiugurable here.Texture Group Manager: Here you can set any of the properties on a per-configuration bases, including the parent group that a texture group belongs to.Font Editor: Set the texture group that you want the fonts to be added to. Tileset Editor: Set the texture group that you want the tilesets to be added to.Sprite Editor: Set the texture group that you want the sprites to be added to.Any "Proxy" files created here will have their "Target" platform linked to the configuration too. Extension Options: Set the various "Copy to." fields to the required platforms for the configuration.To do this, simply go through the following list of options and set them to what is required by default: To set up your configurations it is recommended that you first prepare this "default" config by incorporating all the configurable assets for the project into it. To be able to deal with the different demands from clients and platforms you can use the Configuration Editor which is accessible from the Extras menu on the Asset Browser:Īll games made in GameMaker start with a "default" configuration, which is listed in the editor when you first open it: Using this system, you can quickly switch between different splash screens, icons and included files and test or export only those that are relevant to the target platform or client at any time, all from the same base code. GameMaker Studio 2 has introduced some major changes to how things are done with relation to rendering and the creation of rooms, and this means that it is not backwards compatible with legacy GameMaker versions except GameMaker: Studio 1.4. Any project created with the 1.4 version of GMS can be imported into GameMaker Studio 2, but it may need some fixing since there have been a number of things that have been completely removed from the IDE and the GameMaker Language (GML).Due to the demands of cross platform development and the need for one product to be available and customised for different clients or devices or platforms, GameMaker includes configurations to make things simpler. Note however that GameMaker Studio 2 will do its best to import 1.4 projects and create compatibility Scripts for those functions that are no longer relevant, and you should find that projects from 1.4 will still run in GMS2. If you are wanting to import a project from an older version of GameMaker, then you will first have to import it into GameMaker: Studio 1.4, fix any issues, and then export that to be used in GameMaker Studio 2. With GameMaker Studio 2 we wanted to improve certain areas of the render pipeline, the resource tree, and also and the way that the GameMaker Language is structured, but at the same time we didn't want to completely break backwards compatibility. When you import a 1.4 project (from the File > Import menu) into GameMaker Studio 2, you will be presented with a compatibility report, much like the one shown below: This meant that we had to find a compromise solution so that projects made with the previous version of GameMaker Studio (GameMaker Studio 1.4) could still be imported and "just work". This reports the object events that have been changed as well as the compatibility scripts and macros that have been added to enable the project to keep working in GameMaker Studio 2. The scripts created will be held in a folder marked "compatibility", and there may be other scripts outside of this folder for Macros and Global Variables. The Macros script exists because macros are no longer defined in a separate editor, but instead can be defined inline in the script editor (see the Manual for more details), and the global variables scripts are required for some of the compatibility scripts to function correctly. #Game maker studio 2 click to move manual# The compatibility report will be saved in the Notes resource of the resource tree, and we recommend that you check it and open and revise all the scripts that have been created when importing a 1.4 project. In this way you can quickly see what new functions are required to get the same output as well as any workarounds for those functions that have no direct counterpart in GameMaker Studio 2. #Game maker studio 2 click to move manual#.
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