>>24755
So you're a shit developer and now you're blaming the tool.
Scripting system is OK, though I agree that having something standard in place would be better just because it would be standard.
By their own admission, "user-defined events" (actually just an elaborate way to make an end-step code with if-check) was a failure and they removed it altogether.
What's wrong with data types? In Lua variables are either doubles or strings (or objects for that matter), same with Javascript. I don't see anyone complaining.
There isn't any more global namespace pollution than in any other engine. In fact I'd said there was less because declaring and using global variables is rather elaborate in GameMaker, even worse than in Python.
Same goes for input management. There's exactly the same amount of input support as in any other engine - it lets you read input states for every detected controller. In fact I prefer GameMaker's input handler that enables to easily do shit programmatically, compared to that of Unity which really encourages hard-coding everything.
Last I checked, buffers worked just fine. They don't break unless you fuck them up manually, which you probably did and didn't even noticed.
Threading isn't there for most of vidya-usable scripting languages (e.g. aforementioned Lua and JS), so that's not too big an issue actually. I kinda doubt though that you're even capable of using multiple concurrent threads to begin with.
There is in fact a profiler. But I'm not surprised you didn't know it existed - my $5 on you never opened instruction manual.
>UIs must essentially be hard coded for one resolution
Wew lad now you're simply showing yourself for a real fucking nigger incapable of programming.