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How's that handled in GMS? Is there just one HUGE project with 1000s of scripts or everything or can I like Unity use different scenes for the whole thing to make it more clear what's doing what?
There are known limitations of course, for example, you can't have textures larger than 1024x1024 (you can do 2048 only for some consoles) and there's no inate video player so cutscenes have to be animated/keyframed by hand (or done in code)
You wanna learn GM, go with something small and simple, because you'll need to learn GML as you go and get a hold of Studio's project structure. Granted, I would advise the same for throwing yourself into any engine, so...
+Also, what do you mean by HUGE? Games like Elder Scrolls Arena/Daggerfall can be done
For learning a language - no worries. I've started in BASIC, moved on to Pascal, done some C, some LUA, scripting in PHP/MySQL and using Unity right now. I learn languages easy because I learn their basics and structures rather than the language itselg. I bet in half a day I've mastered GMS enough to get going in it for the RPG I want to make ;)