GameMaker Studio 2 - Obsolete Function List

In this article we list all the GameMaker Language (GML) functions that have been made obsolete in GameMaker Studio 2. Many of these functions have been renamed (for example some of the texture ones are now under the GPU functions), while others have gone completely from GML, but you can no longer use any of them in the GameMaker Studio IDE. However, it's worth noting that projects created with the 1.4 version of GameMaker: Studio can be imported into GameMaker Studio 2 and should still work with little change to the codebase thanks to the inclusion of compatibility scripts. For more information on importing 1.4 games and compatibility scripts please see here. Note too that you can find a complete list of all the new functions that have been added in the article: GameMaker Studio 2 - New Functions.

Maths

• random_old(x)
• random_range_old(x1,x2)
• irandom_old(x)
• irandom_range_old(x1,x2)
• random_use_old_version(trueFalse)

Instances And Objects

• instance_create(x,y,obj)
• object_get_depth(ind)
• object_set_depth(ind,depth)

Joystick

• joystick_exists(id)
• joystick_direction(id)
• joystick_name(id)
• joystick_axes(id)
• joystick_buttons(id)
• joystick_has_pov(id)
• joystick_check_button(id,button)
• joystick_xpos(id)
• joystick_ypos(id)
• joystick_zpos(id)
• joystick_rpos(id)
• joystick_upos(id)
• joystick_vpos(id)
• joystick_pov(id)

Backgrounds

• draw_background(back,x,y)
• draw_background_ext(back,x,y,xscale,yscale,rot,colour,alpha)
• draw_background_stretched(back,x,y,w,h)
• draw_background_stretched_ext(back,x,y,w,h,colour,alpha)
• draw_background_tiled(back,x,y)
• draw_background_tiled_ext(back,x,y,xscale,yscale,colour,alpha)
• draw_background_part(back,left,top,width,height,x,y)
• draw_background_part_ext(back,left,top,width,height,x,y,xscale,yscale,colour,alpha)
• draw_background_general(back,left,top,width,height,x,y,xscale,yscale,rot,c1,c2,c3,c4,alpha)
• background_exists(ind)
• background_get_name(ind)
• background_get_width(ind)
• background_get_height(ind)
• background_save(ind,fname)
• background_prefetch(ind)
• background_prefetch_multi(indarray)
• background_flush(ind)
• background_flush_multi(indarray)
• background_duplicate(ind)
• background_assign(ind,source)
• background_add(fname,removeback,smooth)
• background_replace(ind,fname,removeback,smooth)
• background_create_colour(w,h,col)
• background_create_gradient(w,h,col1,col2,kind)
• background_create_from_surface(id,x,y,w,h,removeback,smooth)
• background_delete(ind)
• background_set_alpha_from_background(ind,back)
• background_get_uvs(back)
• background_get_texture(back)

Drawing

• draw_set_blend_mode(mode)
• draw_set_blend_mode_ext(src,dest)
• draw_set_colour_write_enable(red,green,blue,alpha)
• draw_set_alpha_test(enable)
• draw_set_alpha_test_ref_value(value)
• draw_get_alpha_test()
• draw_get_alpha_test_ref_value()
• draw_enable_alphablend(enable)

Textures

• texture_set_interpolation(linear)
• texture_set_interpolation_ext(sampler_id,linear)
• texture_set_blending(blend)
• texture_set_repeat(repeat)
• texture_set_repeat_ext(sampler_id,repeat)
• texture_global_scale(pow2integer)

Tiles

• tile_add(background,left,top,width,height,x,y,depth)
• tile_get_count()
• tile_get_id(index)
• tile_get_ids()
• tile_get_ids_at_depth(depth)
• tile_delete(id)
• tile_exists(id)
• tile_get_x(id)
• tile_get_y(id)
• tile_get_left(id)
• tile_get_top(id)
• tile_get_width(id)
• tile_get_height(id)
• tile_get_depth(id)
• tile_get_visible(id)
• tile_get_xscale(id)
• tile_get_yscale(id)
• tile_get_background(id)
• tile_get_blend(id)
• tile_get_alpha(id)
• tile_set_position(id,x,y)
• tile_set_region(id,left,top,width,height)
• tile_set_background(id,background)
• tile_set_visible(id,visible)
• tile_set_depth(id,depth)
• tile_set_scale(id,xscale,yscale)
• tile_set_blend(id,colour)
• tile_set_alpha(id,alpha)
• tile_layer_hide(depth)
• tile_layer_show(depth)
• tile_layer_delete(depth)
• tile_layer_shift(depth,x,y)
• tile_layer_find(depth,x,y)
• tile_layer_delete_at(depth,x,y)
• tile_layer_depth(depth,newdepth)

Rooms

• room_set_background(ind,bind,vis,fore,back,x,y,htiled,vtiled,hspeed,vspeed,alpha)
• room_set_view(ind, vind, vis,xview,yview,wview,hview,xport,yport, wport,hport,hborder,vborder, hspeed,vspeed,obj)
• room_tile_add(ind,back,left,top,width,height,x,y,depth)
• room_tile_add_ext(ind,back,left,top,width,height,x,y,depth,xscale,yscale,alpha)
• room_tile_clear(ind)

Display

• display_get_windows_vertex_buffer_method()
• display_get_windows_alternate_sync()
• display_set_windows_vertex_buffer_method(method)
• display_set_windows_alternate_sync(enable)
• display_set_ui_visibility(flags)

Sound

• sound_play(index)
• sound_loop(index)
• sound_stop(index)
• sound_stop_all()
• sound_isplaying(index)
• sound_volume(index,value)
• sound_global_volume(value)
• sound_fade(index,value,time)
• audio_system()
• sound_exists(ind)
• sound_get_name(ind)
• sound_get_kind(ind)
• sound_get_preload(ind)
• sound_discard(ind)
• sound_restore(ind)
• sound_delete(ind)

D3D

• d3d_start()
• d3d_end()
• d3d_set_hidden(enable)
• d3d_set_perspective(enable)
• d3d_set_depth(depth)
• d3d_primitive_begin(kind)
• d3d_vertex(x,y,z)
• d3d_vertex_colour(x,y,z,col,alpha)
• d3d_primitive_end()
• d3d_primitive_begin_texture(kind,texid)
• d3d_vertex_texture(x,y,z,xtex,ytex)
• d3d_vertex_texture_colour(x,y,z,xtex,ytex,col,alpha)
• d3d_draw_block(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat)
• d3d_draw_cylinder(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat,closed,steps)
• d3d_draw_cone(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat,closed,steps)
• d3d_draw_ellipsoid(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat,steps)
• d3d_draw_wall(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat)
• d3d_draw_floor(x1,y1,z1,x2,y2,z2,texid,hrepeat,vrepeat)
• d3d_set_projection(xfrom,yfrom,zfrom,xto,yto,zto,xup,yup,zup)
• d3d_set_projection_ext(xfrom,yfrom,zfrom,xto,yto,zto,xup,yup,zup,angle,aspect,znear,zfar)
• d3d_set_projection_ortho(x,y,w,h,angle)
• d3d_set_projection_perspective(x,y,w,h,angle)
• d3d_transform_set_identity()
• d3d_transform_set_translation(xt,yt,zt)
• d3d_transform_set_scaling(xs,ys,zs)
• d3d_transform_set_rotation_x(angle)
• d3d_transform_set_rotation_y(angle)
• d3d_transform_set_rotation_z(angle)
• d3d_transform_set_rotation_axis(xa,ya,za,angle)
• d3d_transform_add_translation(xt,yt,zt)
• d3d_transform_add_scaling(xs,ys,zs)
• d3d_transform_add_rotation_x(angle)
• d3d_transform_add_rotation_y(angle)
• d3d_transform_add_rotation_z(angle)
• d3d_transform_add_rotation_axis(xa,ya,za,angle)
• d3d_transform_stack_clear()
• d3d_transform_stack_empty()
• d3d_transform_stack_push()
• d3d_transform_stack_pop()
• d3d_transform_stack_top()
• d3d_transform_stack_discard()
• d3d_transform_vertex(x,y,z)
• d3d_set_fog(enable,colour,start,end)
• d3d_set_lighting(enable)
• d3d_set_shading(smooth)
• d3d_set_culling(cull)
• d3d_set_zwriteenable(on_off)
• d3d_light_define_ambient(col)
• d3d_light_define_direction(ind,dx,dy,dz,col)
• d3d_light_define_point(ind,x,y,z,range,col)
• d3d_light_enable(ind,enable)
• d3d_vertex_normal(x,y,z,nx,ny,nz)
• d3d_vertex_normal_colour(x,y,z,nx,ny,nz,col,alpha)
• d3d_vertex_normal_texture(x,y,z,nx,ny,nz,xtex,ytex)
• d3d_vertex_normal_texture_colour(x,y,z,nx,ny,nz,xtex,ytex,col,alpha)
• d3d_model_create()
• d3d_model_destroy(ind)
• d3d_model_clear(ind)
• d3d_model_save(ind,fname)
• d3d_model_load(ind,fname)
• d3d_model_draw(ind,x,y,z,texid)
• d3d_model_primitive_begin(ind,kind)
• d3d_model_vertex(ind,x,y,z)
• d3d_model_vertex_colour(ind,x,y,z,col,alpha)
• d3d_model_vertex_texture(ind,x,y,z,xtex,ytex)
• d3d_model_vertex_texture_colour(ind,x,y,z,xtex,ytex,col,alpha)
• d3d_model_vertex_normal(ind,x,y,z,nx,ny,nz)
• d3d_model_vertex_normal_colour(ind,x,y,z,nx,ny,nz,col,alpha)
• d3d_model_vertex_normal_texture(ind,x,y,z,nx,ny,nz,xtex,ytex)
• d3d_model_vertex_normal_texture_colour(ind,x,y,z,nx,ny,nz,xtex,ytex,col,alpha)
• d3d_model_primitive_end(ind)
• d3d_model_block(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat)
• d3d_model_cylinder(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat,closed,steps)
• d3d_model_cone(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat,closed,steps)
• d3d_model_ellipsoid(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat,steps)
• d3d_model_wall(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat)
• d3d_model_floor(ind,x1,y1,z1,x2,y2,z2,hrepeat,vrepeat)

Miscellaneous

• iap_is_purchased(product_id)
• immersion_play_effect(effectIndex)
• immersion_stop()
• steam_publish_workshop_file(filename, previewImage,title,description)

 

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