GameMaker: Studio is a very complete videogame creating tool that despite the huge range of possibilities and options that it offers, it allows the creation of videogames in a simple and intuitive way. PDF files of Game Maker Studio 1, 2 or in depth tutorials Anyone know where I can get a pdf copy of GMS 1 or 2 help docs Maybe even a PDF of any great tutorial into GML for studio 1 or 2 Designing Games with Game Maker Version 8.0 Written by Mark Overmars What is New Version 8.0 of Game Maker has a large number of improvements over version 7.0. Although maybe the major difference between these two programs is the facility that this version has for the publication of our game in any of the many distribution platforms and operating systems that are available. For example, `Studio´ includes its own physics and collisions motor (BOX2D).
GameMaker: Studio includes a series of fundamental differences that separate it from the normal GameMaker. To be able to use this program, we will of course have to use a tutorial first, but once we know all the options, developing a game will be a question of minutes. The program has a very intuitive interface from which we will be able to manage all phases of the development of our videogame. These last three, will be only available for the paid version of the application.
Under the heading "Object Following", click where it says "No Object" and select "obj_player".Game Maker: Studio is a complete videogame creating tool, thanks to which its users will be able to develop complex games perfectly playable in different operating systems like Windows, Mac, iOS, Android or HTML 5. Still under "Viewport 0", under the "Camera Properties" change the width and height to 1280 and 720, then under "Viewport Properties", again, change the width and height to 1280 and 720. Check the box for "Enable Viewports", expand "Viewport 0" and check the box for "Visible". Next, still in the room properties, expand the options for "Viewports and Cameras". We'll be changing these to 1280 and 720 respectively. Right under "Room Settings" you'll see options for Width and Height. I've expanded mine to capture all the settings in one screenshot, but it's usually much smaller than this. Next, in the bottom left hand corner of the screen you'll see the Properties panel for the room. Next, click on "obj_player" in the resource tree and drag it out to the center of the room. Double click on "rm_world_map" to open the room editor. If an object is the blueprint for a house, an instance is the actual house. Next we'll need to insert an instance of our player into the room. This is the first frame of animation for our sprite, which in our case is the normal standing position. Finally, if we weren't moving in any direction we set "image_index" to 0. "image_speed" is another special property of an object that determines how fast we cycle through the frames of our sprite animation. sprite_index is also a special variable in an object that allows us to assign which sprite is associated to an object. We also set "sprite_index" equal to our player_direction. x and y are special variables in an object that correlate to the object's position inside the room, so by setting this x and y values we are actually moving our object around the screen.
If so, we take "x" and set it equal to our current x value plus the value we determined for our movement speed along the x axis. We suggest you try the tutorial list with no filter applied, to browse all available. game maker: beginners tutorial (part 1) No tutorials were found matching the criteria specified. That gives us the ability to reduce the values of our x and y positions without needing to have a positive and negative movement speed.įollowing that, we check to see if our x_axis or y_axis variables are anything other than 0. The first part of a series of tutorials explaining the basics of Game Maker. You'll notice that to move left or up we actually take our movement speed and multiple it by -1. The next set of "else if" statements do the same thing for the left, up and down arrow keys, setting our movement speed along the x or y axis as appropriate. "keyboard_check(vk_right)" will return true if the right arrow key is currently pressed, so we'd go ahead and set our movement along the x axis to be equal to the movement speed, and set the player direction to be equal to the macro "RIGHT", meaning right now we want to use the sprite "spr_player_right". This checks the current state of our keyboard to see if the right arrow key is being pressed. Next we used the function "keyboard_check" to check for "vk_right". The first two lines set our default movement to 0.