
You can also un-dock any window that has been added to the IDE in this way, by clicking and holding at the top of the dock and dragging it into the workspace. If there is already a dock open with contents, then, depending on the window context, a new tab may be created for the contents, or you'll get a horizontal highlight bar to indicate where the window will be docked within the current tab: This is done by clicking and holding on the top bar and then dragging it to the side of the current workspace, where you will see an area highlighted indicating that it can be docked. If you have open the room editor workspace, for example, you can drag the different docked elements like the layer information into the workspace to create a new window, or onto any dock to change where it is positioned.
#GAMEMAKER STUDIO 2 SAVE GAME WINDOWS#
If you close the resources window and wish to recover it you can use the Window Menu at the top of the IDE.Īs mentioned previously, you can dock and un-dock the resource tree to the current IDE workspace, but it's worth mentioning that many of the IDE windows can be docked and un-docked at any time. You can re-dock it again at any time by dragging it to the sides or bottom of the IDE (this is explained in more detail in the next section of the tutorial). Note that while the resource tree is docked to the IDE by default, you can take it out and into its own window by clicking and holding on the "Resources" text at the top and dragging. You can access all the different options for customising the resource tree from the right button menu: This is a rather powerful organisational tool as, unlike the default view, you can rename the main folders from "Sprites" (for example) to "Art Assets" and then drag tile sets, fonts or shaders into the same base folder, irrespective of their position or asset type. For example, your artist may want to create a view that only has those assets that pertain to creating art and designing rooms:

If you choose to create a new view or clone the current one, you can name it whatever you wish and then you can drag, add or remove elements in the resource tree to create a view of the resources appropriate to your needs. This will open a menu where you can select to rename the current view, create a new view, clone the view, or delete the view (you cannot delete the default view): You can also create different resource tree Views by clicking the Views icon. The new resource created will appear either within the current workspace tab, or within its own workspace depending on the type chosen. Selecting any one of these options will create a new, empty resource of the given type for you. Resources are created by right-clicking on the resource folder and selecting Create, or from the context menu at the top of the IDE which says Resources: Here is where you can create and edit the resources that your project uses, as well as generate and change configurations. On the right of the screen you can find the Resource Tree. We'll go into using the general workspace in a bit more depth later, but first let's look at the default workspace and the additional docked windows it contains. GameMaker Studio 2 is highly customisable and the idea behind the workspace paradigm is that you should be able to position and use any of the tools available in the way you choose, following your own workflow, rather than be forced into a certain way of doing things by a rigid IDE.

You can do a slow double-click on the Workspace tab to change its name and call it something more appropriate, and you can also save and load workspace layouts from the Layouts menu at the top of the IDE.

The first time you run GameMaker Studio 2 your initial workspace will look something like this:Īs you can see, the initial workspace is on a tab at the top of the screen but you can create further workspaces for the project by clicking the icon to the side, giving you multiple possible workspaces for any single project. You can watch the following video on Workspaces too:
#GAMEMAKER STUDIO 2 SAVE GAME CODE#
In this tutorial we will be introducing you to the GameMaker Studio 2 Workspace, which is essentially the area that you will be working within when you create assets, write code or design rooms.
