Throughout this tutorial we will build a small "arena shooter" - a top down action game with a player, some enemies and lots of bullets. 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. In this case we are going to make a sprite to represent our player. section 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. Return to the workspace and click Not assigning a sprite to an object means that when we run our game with an instance of that object in a room it will not be drawn, but that doesn't mean that it isn't doing anything. 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. That said, for those that do want to add some custom logic, there is a GameMaker Language that affords slightly more flexibility. You'll see that the image now appears in the top left corner of our room as a background, but that's not exactly what we want we want it to tile across the screen. In this Note that the assign variable action is placed to the right to indicate that it is only being run if the conditional check is true, and that this is also reflected in the action list on the left, where the assign variable entry has been tabbed too. All trademarks are property of their respective owners in the US and other countries. top left This makes GameMaker ideal not only for beginners but also artists and designers that want to build games without learning to code. Let us know what you think of GameMaker Studio in the comments below, and if you would like to see a tutorial for GameMaker Language in future. Ive found that to be the best place when making a top-down game. In the next 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. A temporary or local variable is simply defined as one that is "local" to the script or event that is using it. In this case we are going to add an action to the event to make the player instance move right across the screen. Objects If this was not checked then we would be simply setting the cooldown variable to -1. obj_world objects, or that we just put in our scene to look pretty. We need to change the actions to make the bullets fire from the playertowards the mouse, and not just magically "appear" where the player clicks. Now that we can move, lets make something that can hurt us, to provide a bit of a challenge for our players. So, the next If you look at the Layer Propertieswindow (by default under the Layer Editor) you can see this value shown, and as you change layer order it will change too. Youll notice you have some more options now. 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. An easy GameMaker Studio tutorial for beginners Also I'm not a graphic artist, so how about graphic elements to use, like in RPG Maker? We have no need to change any of the properties for this sprite so you can close it now and then create another one and call it "spr_titlescreen". spr_player If you set this in the room editor you won't see anything happen, but in your game it will scroll. For example, Undertale, Hyperlight Drifter, and Hotline Miami were all made using GameMaker Studio. If you run the game now, you'll get the title screen and pressing Enter will take you to the main game room to play. Your player can move and shoot, and you have enemies that attack the player. The same for the collisions mask, as having the wrong collision mask in your game will seriously affect the gameplay and the fun of the player. Return to our player object by double-clicking its name in the resource tree. Even if you have enabled views, if you don't have one that is set to be visible you won't get the desired result. Youll now be able to drag and resize the box as needed. We use this event just to give the user a moment to get ready to play, as the other two key events would change the room instantly. section of the I know thats a very small number, but remember that this will happen 60 times a second. Download project: http://www.sparckman.com/games/scriptsThis video will show you how to make a platform game in Game maker studio 2 using drag and drop. Notice that when you reorder the rooms there are actually two different places where you can drop the room when you click and drag. GameMaker Studio 2 is a 2D game engine; so if you have dreams of building the next Doom, then youll need to look elsewhere. To get started with GameMaker Studio 2, first create a new project. You can hold down the middle mouse button We need to style the text on the screen to make it more readable and nicer to look at and for that we'll start by adding a new Font Resource. 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. The By the end, youll have built your first 2D platform game! This tutorial has created a TutorialResourcesfolder for you within the project files, and when you open the file explorer to choose a sprite, it should open on that folder where you can find the sprites used in the "Images" sub-folder. When it comes down to it, the best game engine is the one that youre most comfortable with and that allows you to create what youd like to create. But, for now, lets keep it at the In this event, the code is pretty easy, just put in the following: Ill let you guess what this code does. You can close the Sound Editor now as we are finished with the resource and are ready to add it to our game. Events Space Using that we are telling GameMaker Studio 2that the following action blocks are to be run as if they were part of the otherinstance in the collisions actions - in this case the obj_enemy. The options for this box are on the left side of the panel under Drag and Drop Right now, its a little small. They will automatically be pasted after the previous actions, so you can go ahead and do this three times so that we have a total of four "if" checks: You can now edit the actions so that you have: As you can see, we subtractfrom x to go left this time, and we have also changed the last two conditionals to change the "y" position instead of the x position, where subtracting from "y" moves up, and adding to "y" moves down. On the left is the space where we can assign the object a name and a sprite, along with some other options. this video has not coding. Objects Collision Detection section Resource Tree Review the Import options for this module. 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. 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. But you can change it to 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. yet. Next we add in the Assign Variableaction just as shown above, only we chain it to the right of the Assign toaction, as we did for an "if": Finally we want to destroy the bullet instance by dropping an Instance Destroyaction after (and outside of) the Applies toaction, so the final Collision Event looks like this: After we take the point of off the "hp" variable, we then call the action to destroy the calling instance (the bullet). and Note that the top left corner of the tile set sprite is empty. We've seen built-in variables already, but this is one you are creating and it's called an instance variable. Sprite For that we use the if key downaction which will evaluate to either true or false if the given key is being held down, and if it evaluates to true, then we will move the instance by 4. obj_damage Bounding Box Now, you may notice that they dont do anything. So, if you want something to appear above or below something else, it should be placed on an explicit layer. Basically, you can set a view camera to be any size, and then set the view port to be a different size and the camera view will be scaled to fit in that space. were to equal zero, our object would be at the far left of the screen, and if 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. We will do this a little later on in the tutorial, so don't worry about it just now and we'll just use the "Instances" layer to start with. Let's go ahead and create our first sprite resource. Clicking this will animate the whole room such that any backgrounds that are set to move, or tile sets that are set to animate, or any sprite assets that have sub-images will be shown as they would appear in the game: With the horizontal background speed now set to -2, this will add interest to our title screen, we can continue on to make our title object. In this case, the code between the two braces is But what isa layer? This will compile and run your game. Let's quickly cover the main points you should have picked up while going through this: Our arena shooter game is starting to look pretty good now, and we have all the essentials in there. We now need to add a Step Eventto the enemy object. A game in GameMaker Studio 2is simply a selection of code within events that are performed a number of times every second. Lets make a new Naming Practices GameMaker Studio 2still has the "score" variable for backwards compatibility, but it has been deprecated and should not ever be used. In this case we are telling GameMaker Studio 2to take the x position value and then add 4 to it. Workspace Your character should be able to move left now. By continuing you agree to our See also:How to make Android games for complete beginners. Well, not yet but it will be when we make our player instance actually do something. You should now have a player ship that can move and shoot, and bullets that are timed to come out at regular intervals. x variable When you play the game you should here the sound being played every time the enemy is destroyed, however the sound will quickly become tiring to the ear of those that play the game. 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. sections. Before you try it out, dont forget to drag your world object into the room with your box and player. Note that if we want to go to a specific room without following the order of the resource tree, then we would use: The Room Gotoaction lets us go to any room in the resource tree (you can press to open the manual and see what all the other room actions are). It is worth noting that previous versions of GameMaker had a built in global variable "score" ehich could be used for these things, but it meant that you could only ever have one score value for the entire game (which was limiting and it's generally better to have unique variables for score in each instance - for example, if we wanted to make a two player game then we couldn't use the global score and would have to make instance variables for each one, the same as we have here). 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. Often, the best first step after coming up with an idea for a game is to put the most base or core mechanic into code. This will contain every element of your game, whether its a sound file, a sprite, or a block of code. If you click on the Play button at the top of the screen, you can test out what youve built. section Each loop is called a game frameand so we call the speed at which a game runs the game Frames Per Second (FPS). Click the small box with four arrows under You don't need to assign a sprite to it, but you will need to open up the Create Event. The Now your player object is in your room, and therefore part of the game. We could, for example, have created a "BulletsLayer" in the room editor, and then used that to explicitly say we want the bullets on a unique layer - the action for that would have been simply: You can see there that if a layer has been created in the room editor, we can use its name as an identifier to target it within this action (and a few others). By default this is set to 30, meaning that our game will perform a game frame (loop through all the game code) 30 times every second and in each single frame of the game code you have Events. However note that in generalyou want all sound effects to be *.wav format and all music to be *.mp3, and *.ogg can be either, but is generally preferred for longer sound effects and music too. x=x-5 This is done using the following actions, which you should add in after the current ones: The next thing to do is to make the "hp" variable actually go down, as currently that check will always return false since we only set the "hp" to 5 and nothing else. Youll now be greeted with a Workspace on the left and an asset browser on the right. To so this we need to use the built invariable image_alpha. In this tutorial we will simply be adding a single sound effect when you destroy the enemy instances, so you can use any sound effect that you have on your hard-drive or you can use the one that we have supplied along with the tutorial, which will be found when you open the file explorer in the TutorialResourcesfolder, in the "Sound" sub-folder (if you have any issues, you can also find the sound here). These are the default layers created for any new room, where the background layer permits you to use a colour or a sprite for a single background image, and instances permits you to add instances in to the room. Now you should be able to slow time by pressing A and speed it up by pressing D. Congrats! to make our player move around the screen. You can also set the the camera view port, which is what defines the area of the screen that will be used to display the camera view. from the resource tree into the room. are as follows: That might not seem like much, but with this knowledge you can start to set up more complex displays for your player to include any number of written details, and format it to follow the view camera at the position you want. download it here Its a really good idea to name things in a way that will tell you what they are. and then This way, the object doesnt just keep going into the infinite void offscreen. , which will be where we put all of our code (more on this later). So first of all, still in the "obj_player" Step Eventwe need to declare a local(temporary) variable and add our function to it. Instance don't justget placed in the room editor, they can also be created (and destroyed) at runtime using certain actions, as we'll see. Now, create a new object (Ive named mine You can then simply draw onto your grid to create your level layout! You'll see that everything is much faster, and smoother when playing. So with that in mind, call this sprite "spr_player". section we are going to look at an important aspect of any game keeping score. Go ahead and run your game again. Being able to access variables in other instances is incredibly useful and very powerful, and it's important to know how and when it can be done. In this case our controller object won't be drawing a sprite but it will (by the end of this tutorial) draw some text and manage the player score value and certain game events. When ready, click the Play button to test your game and you should see that the enemies now scale into existence. Luckily, we have an event called Key Down that also lets us pick the key we want to listen for. The workspace is the name we give to the main area in the middle of the window where you will be doing the bulk of your work. , or When this code runs, we are setting the x position of the object to be 5 pixels less, or 5 pixels closer to the left side of the screen. Well, we couldjust use the value 1.5 in all future actions when we deal with the instance speed, but if we want to changethat value, it would mean searching through all the actions and manually fixing it. Make sure youve unticked uses physics as this will make things more complicated. What's happening? as general containers for anything that has code attached to it. and rapid development: If you click on the Every game needs sprites, so take yours and drop them into the Sprites folder. If you lower the value of the pitch to say 0.7, then the sound will play at a lower pitch and a value higher than 1 like 1.5 will play it higher. We want to change this so that the Assign Variable action will only be called if a key is pressed so now we need to drag it onto the right hand side of the if keyboard downaction like this: Now what we have is the "if" checking for a key and only if it returns true (the key is being held down) will it run the assign variable action. Assign the object the enemy sprite too (spr_enemy), as what we are going to do is make our enemies "grow" in size and then spawn, so that the player has a visual cue that the spawner is there and that an enemy is coming and they can move out of the way and prepare. In the main editor window, you have a bunch of tools in the top right corner: The one we are interested in here is the Play Animationbutton . Were going to create another object, too. The next action sets the alarm [0] to the value of spawn_rate. We need to "spice it up" a bit and one of the easiest way to do this is to simply change the pitchof the sound. For now, we will just leave it set at default with the room taking up the whole game window. You have 12 alarm events and they can also be accessed using the built in variable array alarm[0 .. 11]. If you open the room editor for our game room (double click on the resource in the Resource Tree), you will see that by default the Layer Editoris shown docked to the top left of the Room Editor workspace: Currently we have two layers: "Instances" and "Background". In this case we are going to use a function to get the direction from the player instance to the mouse pointer and set the image_angle to that. Note that actions are added in a linear fashion, so each subsequent action that you add will be added afterthe previous. Jump is slightly different. Note that this will set it for the whole gameand all subsequent text will be drawn using this font even if you don't use this action anywhere else, so if you want to use various fonts in a game you must call this action before every item that needs drawing, but if your game only needs one font then you can call this action in a controller at the start of the game once only. on it, which will open the Room Editorin its own workspace: Rooms can be used for just about anything. At the moment it's 32px, which means that the player would have to move right up to the edge of the view camera window before it will move to follow, which in an arena shooter like ours is just too small we want it to move before that so that the player can see what is around them. 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. The Sprite Editor will now look like this: The top part of the editor will show a single image, and the main window will have a larger preview. The first thing to do is to add a background. We are now going to use this variable in the Step Eventof the player object to control how often the shooting occurs, like this: What we have done is "nest" an if variableaction within the mouse down action, so it now reads "if the mouse is held down, and if the variable cooldown is less than 1 {do something}". This provides you with something you can actually see: real results. Dont capitalize anything that shouldnt be capitalized or forget to put any parentheses or brackets where they belong. Things to consider adding to this project would be: The list could go on and on, but it's entirely up to you what you do from now on. event, on the other hand, will run every step of the game, which for us should be 60 times every second. This code makes sure time stays between 0.1 and 1. Although your preferred engine might be something quite different from the one we will use today, the principles used here are still useful to any fledgling developer. But what are we going to set the rotation too? 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. section Play your game again now and note how the sound changes every time you destroy an enemy. To start with we'll need a couple of sprites. An instance refers to an instance of an object that can interact with other objects in the Room. . section are what they sound like: places for you to put your sprites and game objects. This means that it is created when you use the action and then discarded again at the end of the event or script that created it. event in our world object. 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. The full action list now looks like this: You should open the Room Editor now on our game room and add a few instances of this enemy object into it (click and drag from the resource tree into the room area), and then test the game: At the moment, the enemies just follow the player around and don't actually do or react to anything else. Bounding Box In this GameMaker Studio 2 tutorial, we will learn how to make a game by Step > Step 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? Lets make sure it all worked and press We covered using the Applies To" actionin the Enemies Sectionwhere we used the "other" keyword to refer to the other instance in the collision. we are going to dedicate to adding some sound to our game. 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