How JavaScript beats GameMaker Language (GML)

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    • Ashley's avatar
    • Ashley
    • Construct Team Founder
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    There are a few options already for integrating code and events, such as callFunction to jump from JS to event sheet, and script blocks/actions to jump from event sheets back to JS. What would better integration look like to you?

    • Like another example is the disconnect between the editor and game, what I mean is other engines have way to enhance the editor, in unity you create a public variable and it becomes exposed in the editor, that's a simple example to illustrate what I meant by disconnect, to truly add extra functionality you have to use another editor to write JavaScript (which is different from the JavaScript you use to write your game, because the internal functionality of the engine itself that's exposed in the SDK is not exposed in the JS API), but it feels very disconnected which is the point i'm trying to make.

    • callFunction is fine, the issue is you have to write boilerplate events to invoke actions on plugins/behaviors that don't have an exposed interface. there are 30 behaviors in construct and only 9 of them have interfaces, didn't even count the plugins because there are too many. you're post highlights the performance boost of JavaScript, but a large portion of functionality needs a workaround to call in js? I am not sure what better integration looks like, I can only describe my experience.