Coroutines, global #import, Linux...


  • Added coroutines (wiki) - these can substantially simplify the way sequential code is written.
  • A global.gml file can now be added to #import subdirectory for project-wide import rules.
  • If you use GMLive, the editor can now show small indicators in resource tree for files which have live reload enabled.
  • There's now a pre-packaged x64 Linux build.


  • Application menu button now opens a conventional context menu instead of being just a Preferences toggle.
  • You can now set/reset normal and open (for folders) custom icons separately, and there's a menu item to open custom CSS file for easier access.
  • There are now "expand all" / "collapse all" options in treeview context menus.


  • Fixed local variable detection breaking if semicolons are omitted.
  • Editor no longer registers a system-wide keyboard shortcut for opening developer tools (Ctrl+Shift+I).
  • Obsolete definitions are no longer loaded from API files (as they often lack correct tags/data anyway).
  • Fixed backups for objects/timelines denying to open via context menu (files were still intact).
  • Folding an event/moment now folds #sections inside of it like it should.

Files 76 MB
Version Feb 25, 2018 Feb 25, 2018 84 MB
Version Feb 25, 2018 Feb 25, 2018 82 MB
Version Feb 25, 2018 Feb 25, 2018 3 MB
Version Feb 25, 2018 Feb 25, 2018

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Is Game Maker Studio 2 available for Linux?


There is no native version of GMS2 for Linux, but people did manage to get it running via WINE.

var arr = argument0;
var len = array_length_1d(arr);
for (var i = 0; i < len; i++) {    
    yield arr[i];

Given code will generate gml with mispell function call. It calls array_wget instead of array_get


array_wget is to be a custom script that just has return argument0[argument1] inside.

array_get is currently bugged and returns undefined if a variable is not an array (which makes for some confusing bugs).

I should probably publish a helper extension with predefined possible scripts for these things