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GMEdit

A high-end code editor for all things GameMaker · By YellowAfterlife

Any tutorials on how to set this up?

A topic by konjecture created Jul 03, 2023 Views: 670 Replies: 5
Viewing posts 1 to 4

So are there any tutorials (preferably videos) on the internet (I searched but couldn't find any) that shows how to set GMEdit up for someone who hasn't used it at all? I've used the native GMS client, but I would like to give this a try. It would be good to have some tutorial videos on how to set it up and all the cool features in it that are currently missing from the default editor. Thanks.

Developer

You unzip GMEdit somewhere and open a project through the menu. That’s kind of the whole setup. If you keep both GMEdit and GMS2/GM2022+ open at once, ticking “automatically reload changed files” in GM’s Preferences is a good idea. In GM:S 1, it’s a good idea to not open the same resources in GMEdit and GameMaker because the IDE will overwrite the external changes when saving the project.

The wiki describes the syntax extensions and how everything works. Devlog is a good sample of Cool Things as the noteworthy additions are usually featured in the first paragraphs.

Not sure if anyone made video tutorials.

What menu? Can you please explain how to setup GMEdit on UBUNTU or other Linux version.

Developer(+1)

Without rebooting into Linux just for you, it should be like

  • Download the Linux version
  • Extract it somewhere
  • Mark “GMEdit” file as “executable” in file Properties if it isn’t yet
  • Run “GMEdit” file (possibly through right-terminal, or terminal if that doesn’t work either)
(2 edits)

Thanks for your reply. I understand. I tried that. It opens my project on GMEdit. However, here are these questions that I have now.

  1. How to run the project? I don't see any run & debug command? Can this be done on GMEdit? Or do I need to run the code on the default GMS client and have it open all the time in the background?   - I have found this plugin - YAL-GMEdit/builder: A fork of Nommiin's builder plugin with some experimental changes. (github.com) that seems to run the game using F5. However, is there any way to debug the game from GMEdit or is that too much to ask for from an external editor? I use the debugger a lot, so would be cool to have that in GMEdit
  2. If I want to modify a sprite, can it be done on GMEdit? Like I tried but I don't see any color palette from where I can choose any colors to use on the sprite.
  3. If I save the code that I have modified using GMEdit, then does it overwrite the previous files that were previously modified using the default GMS client?
  4. Any other major shortcomings for GMEdit compared to the default editor?

I might have more questions, but these are the ones that I have currently that I can think of. Thanks.

Developer

However, is there any way to debug the game from GMEdit or is that too much to ask for from an external editor? I use the debugger a lot, so would be cool to have that in GMEdit

There used to be a little external debugger that you could run on its own (GMDebug.exe) but it was removed after GMS2.2 for some reason. You could bother YYG about it. Reverse-engineering that GameMaker’s debugger protocol would certainly be higher-effort.

If I want to modify a sprite, can it be done on GMEdit? Like I tried but I don’t see any color palette from where I can choose any colors to use on the sprite.

Double-clicking a subimage in the sprite viewer will open the individual image in system’s default image viewer.

There’s an API for creating/overriding resource editors (see here for YY files, see included image-viewer for file types in general), but you would have to find a suitable image editor that works on the web.

If I save the code that I have modified using GMEdit, then does it overwrite the previous files that were previously modified using the default GMS client?

Both GMEdit and GMS≥2 check for file changes, so it’s generally hard to lose work unless you started editing the same thing in both editors at once and did not save.

Any other major shortcomings for GMEdit compared to the default editor?

Being primarily a code editor, GMEdit does very little apart of code editing.