I'd suggest that you keep all the global information-such as Pokemon and their data-in a ds_map structure. GM: S can definitely be used to make a Pokemon fangame. Now, I will say though, that if you don't know GML (or C++/Java) and just use GM's drag-and-drop functions, then it would pretty much be impossible to make a Pokemon engine. If you know the basics of programming and if you're willing to look into the full extent of GM: S's functions, it just becomes a matter of looking up the data structures in the official games on Bulbapedia and just translating it to GML. It's what I'm using for my party system and I've had no problems with it whatsoever. One of the most handy way to do it is to use it's built-in data structure grid (here: ), and you can set it to a global variable and access it any time. I used to think it would be too complicated, but just take an intro to programming course and then you can pretty much write your own GM functions in the GML language (aka pseudo-Java, as I like to call it).Īlso I don't see a problem with data structures. The only issue I have is lack of time, but GM: S is pretty great for 2D stuff. I've been working on a Pokemon engine in GM: S and to be honest, it's really easy.
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