Issues found in 2.0 Beta so far

First of all, thank you very much for this update. It is truly exciting, and I believe this is a very correct decision by AGM. The new interface is more aligned with the usage habits of no-code users. It has flattened the complex system of the original Godot, allowing users to get started faster.

However, while using it, I encountered some issues. I hope these observations can serve as reference for improvements in future versions:

  1. Flattening should not come at the cost of losing existing features.
    Editing VS scripts and grouping/saving nodes is indeed more intuitive and fits the editing logic of beginners. However, the current editor has lost Godot’s original multi-tab system. When editing VS scripts, if I need to look up references or parameters of other objects that require interaction, I would simply switch tabs to modify them quickly. Now, I have to open Object 1 — exit — view Object 2 — confirm changes — exit — return to Object 1. This efficiency is actually lower than the old Godot-based version. Moreover, the original documentation feature is currently unusable. When I try to check the description of a specific action, I can’t even open it. I feel this is a bug, but obviously, it conflicts with the new UI logic. Especially when using Godot’s original scripts, it opens a new window, which feels like a regression. Multi-tab, multi-threaded editing is a trend, and we should not abandon optimization in this area.

Personal solution: Add a toggle between Basic and Advanced modes, and improve the multi-tab editing functionality in Basic mode. I strongly support retaining the detailed editing mode in the Basic version to access Godot’s original features. Even if there is an Advanced UI closer to the original Godot, the Basic version should not abandon multi-tab editing.

  1. The animation editor has room for expansion.
    I really like the new animation editing system, especially its native support for AnimatedSprite2D. I think the support for large single PNG images is good. Although sprite sheets are mainstream nowadays, there is an increasing demand for animations from single high-definition large images, so facilitating the import of single-frame animations is a good improvement. However, the editor currently lacks some features. For example, combining Godot’s original AnimatedSprite2D and AnimationPlayer features. I don’t mind using the original features in the “Detailed Edit” mode, but I hope for a better animation editor that supports dragging and editing. Also, I am not satisfied with the fact that the left side only offers image options. It should support an image browser with folder categorization and add the native “FileSystem” feature to search for deep-level data.

  2. The asset manager is incomplete.
    This is similar to the lack of a “FileSystem” in the animation section. As the needs of independent developers increase, managing many folders and files requires consideration of dragging, batch renaming, browsing, and other functions. I think the current asset manager does have the characteristics of the Pixel Game Maker MV era, making it easy to get started. However, it only has basic functions. Now, players need a resource manager with more features and easier usability.

That’s all. Thank you for reading.

Regarding point 1,
I have added an option to allow multi-tabbing in the editor settings.
I also made it so that the script tab reappears when you try to open a script.

For points 2 and 3, we need to strike a balance between functionality and simplicity.
This is because Maker Mode focuses on beginner proficiency and emphasizes “looking easy.”
Additionally, I’d like to mention that all features of Maker Mode are also available in Godot Mode.
For aafers’s usage patterns, Godot Mode might be more suitable. If you encounter any issues with that, please let me know.

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I think adding animation capabilities to the file system is quite necessary, as it makes it much easier to find the assets you need. We should also consider extending the functionality of the resource manager, which shouldn’t add significant complexity.