section You can play the game now and you will see the score displayed at the top, and if you shoot and destroy the enemy it will go up by five. event, on the other hand, will run every step of the game, which for us should be 60 times every second. However, it is most commonly known as GameMaker Studio 2.. The main points you should have picked up while working through this Now we need to add events to let our character move. We need to go back to our object "obj_player" and change the creation code to look like this: As mentioned previously, you can use the layer name (in "" as a string) to tell GameMaker Studio 2what layer to use, and now if you test the game again, the bullets will be created below the player object. In a later tutorial in this series we'll look at creating a "wall" around the arena so the player can't leave the room area, but for now we have what we wanted. As usual, name your sprite something appropriate like "spr_darktile" and then close the sprite editor. If the game detects that youre pressing left on the keyboard, it will run the code in the curly braces. We coulddo this by changing the amount of pixels that player moves when the arrow keys are pressed, along with changing the bullet speed and the timer instance variable we use but there is an easier way! under statement. . But, for now, lets keep it at the When you start a game, you aren't normally just dropped straight into the action, but instead you are usually presented with some kind of title screen. GML, or GameMaker Language, is GameMakers proprietary programming language. We are going to place this action into the enemy object obj_enemy, specifically in the Step Event, just before we destroy the instance. Open the action editor in the Step Event(double click the event if it's not open already). This will contain every element of your game, whether its a sound file, a sprite, or a block of code. Yes you can. Unlike the Step Eventthat we used in the player object, the Create Event will be called only oncewhen an instance of the object is first created in a room. This is now an easy thing to fix, as it requires a simple change to the number of frames we wait between creating each new bullet instance. You should be able to move freely around the screen. We are going to use alarmsin this object to create instances of our enemy spawn object within the room, so to start with add the following Actions into the Create Event: The first action sets a variable to control the speed at which enemies will spawn. At the time of writing the engine is in version 2.3.1.542. Create a new global. Let's see how that works in practice by adding an action As mentioned above, the Step Event is run each and every game loop, so anything we put in here will happen once per game frame (30 times in a second for a 30 FPS game, 60 for a 60fps game, etc). So, open up the bullet sprite now and click the section labelled Collision Mask: This section of the sprite editor permits you to define the area of the sprite that will be used to detect collisions, where a collision is defined as when two collision masks overlap at any point. The target can be an object, an instance or one of a couple of keywords, which in this case we want to be "other". GameMaker Language vs Drag and Drop GML, or GameMaker Language, is GameMaker's proprietary programming language. For now, lets put the Workspace before it makes it so we can access that variable from anywhere, not just from inside that objects code. This event runs every game frame and in it we are going to check for a player instance in the room, and if one is found we'll move towards it. But, before creating our first object, let's quickly run over what an object is conceptually. You then made it move around with the arrow keys, and always rotate to point at the mouse position. / + to open the workspace switcher and select the editor that you want to see directly. You might have to squint a bit though, as it's written rather small and isn't very easy to read, so lets fix that now. Even if you're not a programmer you can do it. You can delete it, and you can edit it, and you can create further rooms using the right button The final action block should look like this: You can hit the Run button now and see what happens Before continuing, we should look at the concept of layersin a bit more depth. The actions will be like this: Let's just go through the actions here one at a time so you can see what is happening: So, if there is an instance of the player, we then tell the enemy to move at the speed of the "spd" variable towards it. Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/playlist?list=PLhIbBGhnxj5IF9saL3KNqeJqHKGHHeLFh, https://www.youtube.com/playlist?list=PLhIbBGhnxj5IcGWhJQNF5hScmCCn4M3xg. GameMaker Studio 2 Tutorial: A Simple 5 Step Guide to GMS 2 Osomething Another caveat of GameMaker Studio is that it is not free, whereas the more powerful Unity and Unreal Engine are. We have our enemy spawn object now, but we don't have anything to re-spawn the enemies when there are none left, so for that we are going to create a controller object called obj_spawner. Now right click on the Tile Sets folder and select Create Tile Set. When this opens up, youll need to select the sprite you just added. section However sometimes you want to preview a change like this without having to compile the whole project to see how it looks, which is where the Animatefeature of the room editor comes in very handy. In the step event, add the following code: The first thing youll notice is that the red box is moving much faster than your character. F5 Large triple-A studios start with a long design, concept, and prototyping process. So, in this and then add it to the player object. section Were going to create another object, too. The origin is simply a point on the sprite that will be used to position it within our game room, and you can set it by either clicking We could do this by changing the values shown for left, top, right and bottom, however you can edit the collision mask directly in the preview window by simply dragging the little box "handles" around: What we want is to achieve is a collision mask that covers only the "head" of the bullet so that the rest won't register, something like this: You now need to open the other two sprites (for the player and for the enemy) and edit their collision masks too, as in the image shown below: Note that we have left the player collision mask a fair bit smaller than the sprite itself. Welcome to the GameMaker user manual! Step > Step By default this is set to 30 by GameMaker Studio 2for any new project, which is fine for puzzle games, or games that don't require fast response times or even for mobile games, but for arcade style games like ours a preferred value would be 60. If you right click on the Fontresource and select Createit will create a new font resource and open the Font Editor: Following the naming convention _name we'll call this new font fnt_score. If This will open the Tile Set Editor: The tile set window is comprised of two parts to start with: the main Tile Set Editorwindow which has the Tile Set Propertieswindow chained to it. Again, we want to check that the player is on the ground before any of this happens, though: Now hit play and you should find that you can actually control the player, explore the level, and fall into pits. Go back to your damage object and change the code so it looks like this: I know we said we would be controlling time, but controlling the speed at which the box moves is much like controlling time, and its a lot easier. You've come a long way from knowing nothing to creating something that is actually interactive - if not quite a game yet - and have learned the basics of how to use GameMaker Studio 2. To answer that we need to back to the Sprite Editorand explain another of its features - the ability to set up a collision mask. This is the equivalent of a scene in Unity. Step : Hopefully when you look at that list you can feel proud of yourself. Care must be taken when using this action, though, as if there is noroom after the current one (ie: the room using this code is the last one in the Resource Tree) we will get an error which will cause the game to close. We want to add a tilemap layer between the background layer and the bullet layer so click the Add Tilemapbutton to add the layer first, then click on it and drag it to position it between those two. Instances are copies of the initial object placed within the game room. We have set the direction so now we use this action to set the speed to the variable we defined in the create event. To start with, drag an Assign Variableaction into the action workspace and position it abovethe Destroy action : We want to set this action so that it changes the "thescore" value in the object obj_score. The videos that accompany each Simply go to the Resource Treeand right click on the Soundresource and click Create. This little chap is called Bee Boo.. Now you should be able to slow time by pressing A and speed it up by pressing D. Congrats! The licenses last for 12 months and are non-renewing, and there are other options such as a Developer license and Education license. This means that changing an instance's properties will not change the properties of the object it was made from, however changing an object will change all subsequent instances created from it. After you change it you will see that the room in the editor has now expanded to twice its width (you can use the zoom controls to expand the viewable area if you can't see the changes, or alternatively hold down / and then use the mouse wheel to zoom in/out). . To do that, let's first change the Step Eventaction Instance Createof the object "obj_player" by simply changing it to use the player position (x / y) instead of the mouse position (mouse_x / mouse_y): Once you have made that change, we need to switch to our object "obj_bullet" (double click it in the resource tree, or use / + to bring up the Workspace Switcher). With this action, we check to see if there is an instance of the player object in the game room because later we want to access certain variables from that instance. Create Object. While I really enjoy using GameMaker Studio 2, there are a plethora of paid and But you can change it to That means the player character you created is actually a prefab or a class that can have multiple identical copies called instances. to run the game. That brings us to the end of the Shooting Section of the "My First Game" tutorial. After a few moments, a window will pop up. GameMaker Studio 2 You can assign the sprite by either clicking the Select Spritebutton in the Properties window, or the button marked No Spritein the Editor window. However it's missing one or two things to take it from a prototype to a finished game, one of which is a scoring system which is what we'll cover in the next . You can have multiple camera views in a room, and they can all be enabled and displayed at different positions (permitting, for example, a two player split screen game, with a camera view for each player), however for our game we only need one, and that's the camera View 0. Making child rooms is an advanced and powerful feature, but outside the scope of this tutorial, so just drag it into the position above the room "rm_game", as shown in the animation above for now. We had added in enemy spawn objects but we don't need them anymore so select them and delete them (/ + to select, and to delete). While Android Studio is a powerful IDE and comes with many additional tools for development, it is primarily suited to productivity apps and tools and has a steep learning curve. Now for the action that will create our bullet if the mouse button is held down, which is the action Instance Create(from the Instancesaction library). This will trigger whenever the key is down, which also means the player will be able to simply hold left or right (rather than needing to tap the button). This Tile Sets are always comprised of a single sprite image, and must always be based on a grid, although the grid does not have to be square, just regular, ie: you can have 24x96 tiles, or 32x32, etc as long as each part of the tile set image is on a grid it can be used in GameMaker Studio 2as a tile set. Soon, youll have your very own 2D game! Now, as shown before, we couldpull in the Applies toaction here, but for a single action like this it's not necessary as we can change the scope of any action by clicking the little arrow at the top right, like this: Note how the action now has a different coloured outline? Now let's add some code to the player object. To do this, you will need to click the button that is currently labelled "No sprite" and select the sprite "spr_player" from the list of available resources: Associating an object with a sprite in this way means that when you place an instance of the object in the game room, this is what will be drawn and certain attributes of the sprite will be used by the instance. Its really important to type everything exactly when youre writing code. When you drag this into the action workspace you then have to click the little arrow to the right and select a "target". GM Version: GM Studio 2 Target Platform: ALL Download: N/A Links: N/A Summary: Simple drag and drop method for animating an 8 direction character in GM2. If you have any issues, you can also find the sound here. we now have a nicer introduction to the game. You can change this value if you wish, but by default it's locked and handled by GameMaker Studio 2automatically. Return to our player object and add a new event; but this time, go to The workflow for creating the enemy object is the exact same as that which we used for the player and bullet objects, so we'll simply list the steps here, as you should be familiar with how it goes: If all has gone correctly, your workspace should look like this: We now add a Create Eventfor our enemy object. Dont worry too much about the origin, and the bounding box should be all of the image now (which we want). This is called the "game loop" and a single game loop is called a game frame. Origin section, we are going to show you how to set up a basic title screen for your game using a new room and with some extra graphics. We are going to use the following image: You can get the above tile set from the TutorialResourcesfolder that the tutorial made automatically, in the "Images" sub-folder, when you click the Import button (if you have any issues, you can also find the images here). Note that we are not setting the "speed" value directly, but instead will be using this custom variable to set the speed. I know thats a very small number, but remember that this will happen 60 times a second. Next we need another variable for the speed we want the enemy to move at: This variable will be used to define the movement speed of the instance. To fix this, we need to add events to our player. Before you try it out, dont forget to drag your world object into the room with your box and player. This object will be for our player and is what will permit it to move and shoot in the game room. To actually scale it up we need to use the Step Event, so add that now. tutorial_game_files.zip Dont capitalize anything that shouldnt be capitalized or forget to put any parentheses or brackets where they belong. The main points you should have picked up while working through this So, open this object now for editing and go to the Step event and add this action just before the Destroy Objectaction : With that added all you need to do is select the sound to be played from the menu (there will only be the one sound that we have added), and there is no need to check the "Loop" checkbox, as that will make the sound loop continuously until the game ends or we call an action to stop it. What's happening? A game in GameMaker Studio 2is simply a selection of code within events that are performed a number of times every second. With that done, you can go back to the game room and on the new EnemyLayerlayer add five or six instances of the object (click on the obj_enemyspawnobject in the resource tree and then drag it into the editor window and release the mouse button). We need to create a new object for the spawner so do that now (click on the Object resource folder and select Create), and name this object obj_enemyspawn. Object Panel Now, you may notice that they dont do anything. In this short This is necessary because the tiles themselves are in the Tile layer and dont have any impact on our game objects. Even tho creating an RPG would be really hard BUT on the other side you can manipulate with . ), or making a more complete plan with a game design document. Return to our player object by double-clicking its name in the resource tree. How to use GameMaker Studio 2. For now, we will just leave it set at default with the room taking up the whole game window. The GameMaker name has been around for a bit, and many amazing and successful games have been made using this game development tool. If this was not checked then we would be simply setting the cooldown variable to -1. anywhere on the preview image to set the origin to the mouse position, or using the drop down menu to set a fixed position for it: You can see that in the image we indicate Middle Centerso select that as the position for the sprite origin. In this GameMaker Studio 2 tutorial, we will learn how to make a game by Now add a Create Event: We are going to have our object draw its sprite fading in gradually, just to create a slightly nicer looking title screen. Sprites dont do anything, they are just pictures that are sometimes animated that we attach to things that have code, i.e. section. So, the player shoots an enemy and "kills" it and the game will award them a certain number of "points" which we'll add to their score. We can now associate the sprite to the object by selecting it from the list of available sprites. from the resource tree into the room. You can also set the Horizontal Speedand Vertical Speedfor the background layer. of this tutorial You've made it to the Scoring Section of the "My First Game" tutorial and in this Naming Practices Every time we shoot the enemy, we will deduct 1 from this value until it reaches 0 and it is removed from the game. section Be sure to follow the steps carefully. Again, like the Set Fontaction, this will set all further drawing to use the given colour (and not just for text either, this will affect shapes that are drawn and few other things), and so can be called once at game start if the colour isn't going to change, or once every time that you want to draw with another colour. x In this case we want to assign the dark tile sprite we added, so click on the section marked and select the sprite spr_darktile. section Not bad for about 10 minutes of set-up! Now that we've added an image, we need to set its origin. free game engines When you execute the module, you get the following output. The first thing to do is tell GameMaker Studio 2that we want to draw with new font resource, so before the Draw Value action we need to add a Set Fontaction like this: As the action name implies, this will set the font for drawing any text. This is because all games require at least one room to run, and so GameMaker Studio 2makes this room for you. To move from one room - the title room - to the next one - the game room - we will need a new object, so go ahead and make one now (Right click on the object resource folder and select Create). dropdown in the In this way we can ensure that the image alpha will increment until it reaches 1 and go no higher (this is important, as while you can set the image alpha value to more than 1 - or even negative numbers - this will have different effects on different platforms and the recommended value for this variable is always between 0 and 1). . Instead we need to first of all tell GameMaker Studio 2to change the "scope" of the following actions to affect the "other" instance in the collision using the action Applies To. Now that our object has a gorgeous new stand in graphic to display, go to the room tab, then drag and drop If you need to change this, you can select the Collision Mask drop-down menu on the left, and then select Manual under mode. That action will also draw the assigned sprite along with any applied transforms, just like the default drawing for an instance when it has no Draw Event. spr_player Its fortunate then that there are many other options available, such as the excellent GameMaker Studio 2. If you have used your own sprite then click the image where you think would be best place to put the origin for the image. In this case we get the direction from the player position to the mouse position, which we get from the two global scopevariables mouse_x and mouse_y (global scope variables are variables that do not "belong" to any instance, but instead belong to the whole game and as such all instances can change them and use them). First can be found from the following links: This is the My First Arena Shooter | DNDtutorial designed to get you started making your first game with GameMaker Studio 2. Lets rename our new object to Right now, unfortunately, our player object looks like nothing. Next we need to add a Step Eventwith the following actions: All this action block is going to do is add a small amount to the image_alpha value and then check it to see if it is over 1, and if it is it resets it to 1. event in our world object. Note that actions are added in a linear fashion, so each subsequent action that you add will be added afterthe previous. To create the object, right click , youll see we have a default starting room for our game. We're using the mouse position global variablesfor the moment as the position to create the instance just so that you can see something being created in the test game, and we are creating it on the layer "Instances". In GameMaker Studio 2the (0, 0) position is considered as the top left hand corner of your room and the horizontal axis is the x axis and vertical axis is the y axis: Run the game now (press was equal to the number of pixels on the screen, our object would be at the far left. We want to now make the player instance move when the user presses the Arrow Keyson the keyboard. event and a new window containing a text editor to type your code into. Those events that happen every single game loop - like the, Those events that happen only when a certain criteria has been met - like the, if right arrow key down (vk_right): x + 4, You were shown how to create a New Project, You were shown how to dock windows to the workspace, and how to move around the workspace with the mouse, You learned that objects are what makes a game function, and that they are "blueprints" for instances in the game room, You found out that you can only have a game if it has at least one room resource, You added some basic Drag and Drop, and learned about variables and conditionals. Creating a sound resource is exactly the same as creating any other resource. This is going to be pretty simple code, so dont worry. We will use the same approach to scaling that we used previously for the image_alpha, so add the Set Instance Scaleaction and then we'll do an If Variablecheck on it: This will scale up the image xscale and image yscale by 0.02 every game frame (note that the relativecheck-box is marked) and then it will check the value of the image_xscale variable to see if it is greater than 1 and if it is it sets the scale to 1. on resource name and call the room "rm_game". The rest of the values can be left at their default settings, as they are used for creating "offsets" and "split distances" between individual tiles in a tile set image. Objects . So I WOULD have a problem with graphics, right? This means that we can't use an absolute room position since as the camera moves about, the text will be lost off of one side or the other of the camera view. section I'm no programmer at all, so I would need to use the drag & drop mode. If you try it out, its almost impossible to get past the red box without dying. This should be dragged and added to the right of the "if" action to show that it should only be run if the condition returns true: To keep things simple for now, the arguments we are going to use in this argument are as follows: The last argument can be kept blank for now as it's not required, but for future reference, the Target argument permits you to assign a variable to hold the unique instance ID of the instance being created, which permits you to change things on that instance later as well as many other things.