The Room editor provides design tools and camera controls. The Tileset editor enables you to convert sprites into tiles to quickly design rooms. Sequences animation tool to quickly bring your game to life and creates cutscenes.
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Spine is a 2D animation package that aims to make the animation workflow easier. It pairs nicely with GameMaker and can greatly boost your productivity when it comes to animation. This video by developer Tainted Lost will show you how to use Spine and GameMaker to build a basic equipment system.
Using Spine with GameMaker will make building new, exciting features far less painful. Story-driven games allow you to express more complex ideas and create characters that your players will learn to love. Use it to build an epic world and full of emotion and depth. Some developers may find that writing stories for their game worlds is just as fun as coding them. Adding prose to your game will help the players form a connection with your characters.
This video from Benjamin is a gentle introduction to networking with GameMaker. Use it to explore the fundamentals of developing online multiplayer games. This is, however, the bare minimum needed to build an online game. Once you understand the basics of sending data over this connection, you can expand to more advanced topics like shooting a gun or sending an instant message.
Add some style to your 2D adventure game with these Zelda-style hearts, or create some basic pixel graphics to change those hearts into anything of your choosing. Flappy Bird is a remarkably easy game to recreate. Targeted at beginners, this video will go step-by-step through building a Flappy clone. Follow along as the developer builds this simple game on the fly using GameMaker Studio 2. This project covers a lot of ground from animation to scrolling backgrounds and a few other areas.
This is where we will be working on the art and code for our project, among other things. On the right are your resources in the Resource Tree.
Two months after graduating, I found my dream job that aligned with my values and goals in life! Double-clicking it will open the room tab for that room, which is just a black background for now.
The next step we want to take in our GameMaker Studio 2 tutorial is to make a character that the player can control. GMS 2 uses Objects as general containers for anything that has code attached to it. Objects have a number of built-in properties that will help us as we make our game, so it makes sense to make a new object for our character.
Right-click the Objects drop-down in the resources panel and click Create Object. On the left is the space where we can assign the object a name and a sprite, along with some other options. On the right is the Events Space , which will be where we put all of our code more on this later.
That way, they know if what they are using is an object or something else. We do this because we will often have to mention the names of things in our code.
Right now, unfortunately, our player object looks like nothing. Sprites are the game dev word for images. Our workspace now has two boxes. To navigate the workspace, use the scroll wheel to scroll or the middle mouse button to move around. Click Edit Image near the size button. This will open up the sprite in a new sprite editor tab. Later, we can come back and draw some animated sprites that resemble more than a box.
But to get into making our prototype, we just need something that tells us where our player is and how big they are. The Origin is the exact point that the game considers your player to be. And if you rotate your player, they will rotate around this point.
Change the dropdown menu right above the preview of the sprite from top left to bottom center. You can change this manually by clicking on the preview. The Bounding Box is what lets the game engine know what your sprite is touching, known as Collision Detection. The origin cursor will disappear and a grey box will show up on your sprite. The options for this box are on the left side of the panel under Collision Mask. But you can change it to manual if you want to move around the box.
If something is touching that box, it will be touching your player, so keep that in mind if you decide to change it. Now, we can attach the sprite to our character object, and put that object into our room. Return to our player object by double-clicking its name in the resource tree. Anywhere is fine. Now your player object is in your room, and therefore part of the game. This will compile and run your game.
After a few moments, a window will pop up. Hopefully, your player object shows up like the above screenshot. The next step is to finally get into some code to make our character move around on the screen.
We will be using an event to make our player move around the screen. Events are blocks of code attached to objects that run when that event happens. For example, a Create event will run only once, right when the object is created. If the object is in the room when the game starts, this code will run once when the game starts. A Step event, on the other hand, will run every step of the game, which for us should be 60 times every second.
Return to the workspace and click Add Event in the events box attached to your player object. You should now have a Step event and a new window containing a text editor to type your code into.
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