Giving GameMaker Studio 2 a Spin

The design department recently started to investigate possibilities for a new game concept and dipped their toe into GameMaker Studio 2. It is a huge improvement over GameMaker Studio 1.4 but obviously still in beta and therefore has a plethora of minor annoyances that perhaps are fixed before an official release.

new gamemaker

The biggest thing that could be said of the new and improved GameMaker is that it doesn’t constantly snap you out of the flow, anymore. As you’re working, you start to forget that it’s even there. You are making a game, not using GameMaker. It is also mostly very snappy, which is very pleasant.

There’s still a lot of room for improvement. But let’s start listing out things once the product gets out of beta. The big question is if the engine has any performance problems that would crash a game project halfway through.


Speaking of products and betas, we’re trying to get the press release version of Riptale out this week. If you are a games journalist and wish us to contact you, drop us a note through our website.

4 thoughts on “Giving GameMaker Studio 2 a Spin

  1. I’d be interested in your thoughts on the new Workspaces after the initial honeymoon period. After trying to work with it, I found this was the biggest cause of friction in my workflow … navigating around the Workspaces, not finding stuff, etc.

    1. It’s a bit of a mess at the moment but I’m optimistic they’ll solidify it a bit. To be honest, the biggest cause of friction in our workflow with GMS 1.4 was the interface. This is already a huge improvement over that. You tend to mostly know after a while where everything is. That being said, we’ve mostly worked with code only. It’s not perfect, but it’s getting there.

      1. Thanks for the insights! 🙂 I haven’t worked with the previous GM versions because I switched over from Unity.

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