In most arcade games, the collision mask is kept smaller than the sprite to give the player a bit more room for error, and in this game we will do the same. 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. That brings us to the end of the Shooting Section of the "My First Game" tutorial. These control the tile set cell width and height and setting these will dictate how the tile set image will be split up and how it will be displayed when painting it into a room tilemap layer. With that done we need go ahead and add a Draw Event. Else (otherwise), set the gravity to 0.5. You can then simply draw onto your grid to create your level layout! By default GameMaker Studio 2will use a draw colour of white for everything, but at various points in your game you may wish to change this, and it's good practice to explicitly set the draw colour before drawing anything, so that is what we are going to do now as well as draw the text itself. Now hold down / + Cto copy them and then / + Vto paste them. Simply click the right mouse button on the Sprite resource and select Create: This will open the Sprite Editorwhere we can add an image and set certain properties for the sprite: To start with, you need to name the sprite. Once youve finished, return to the main workspace. 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. We have set the direction so now we use this action to set the speed to the variable we defined in the create event. 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. Even if you're not a programmer you can do it. By default this is set to 0 for every instance in the room, but it can be changed at any time using the Set Instance Rotationaction . we have added yet another object to our game, the enemy, and got things feeling a bit more like how an arcade game should feel. 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. 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. and then add it to the player object. If the game detects that youre pressing left on the keyboard, it will run the code in the curly braces. Bounding Box Putting If you dont have any sprites of your own, you should be able to download some from the web. What this does is to automatically divide the image into blocks of 3232. 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. Notice that when you reorder the rooms there are actually two different places where you can drop the room when you click and drag. 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). from the resource tree into the room. This is because when you don'tadd a general Draw Event to an object yourself, GameMaker Studio 2will automatically assume you want to draw the sprite assigned to the instance along with any transforms (like colour or alpha or scale) that you have added. GameMaker Studio 2 - Drag and Drop - YouTube GameMaker Manual . 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. Heres what our logic is going to look like: So, if there is an object at position Y + 2 (two beneath the player) then set the gravity to 0 and set the vertical speed to 0. By continuing you agree to our Terms of Service and Privacy Policy, and you consent to receive offers and opportunities from Career Karma by telephone, text message, and email. Click the Add Eventbutton now and select the Draw Eventcategory: As you can see, there are multiple draw events to choose from, but for this we simply need the general draw event, which is the one at the top of the category list (highlighted in the image above). If you try it out, its almost impossible to get past the red box without dying. The next action sets the alarm [0] to the value of spawn_rate. Create something similar of your own and then drop it into the Sprites folder. Each time the game refreshes, this event is triggered. With help from Career Karma, you can find a training program that meets your needs and will set you up for a long-term, well-paid career in tech. Switch back to the Room tab and then select the Instances layer in the Room Editor window. In fact, you can save this project file and then save it again under a different name and experiment a bit with the different functions to see what they do (you can load the original saved tutorial later to continue). GameMaker Studio 2 Tutorial: A Simple 5 Step Guide to GMS 2 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. 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. Collision Detection This means that the action is going to work on a different object (in this case we have selected obj_scoreas the object to target). First thing to do is create a new Spriteresource (right click on the Sprite resource folder and select Create). Adding gravity force will automatically cause your player to fall. Everything that goes into a room is placed on a layer(we'll discuss layers in more detail in further tutorials) so make sure the Instance Layeris selected in the layer properties window: Then you can simply drag an instance of the object "obj_player" into the room by clicking 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. Normally you'd have a mix of both things, with some rooms fulfilling multiple purposes (like one room for all your different menus) and other rooms for a single purpose, like an overworld room, or a level room. So we need to add another Assign Variableaction after all the others and outsideof the "if" checks: Note that we have checked the "relative" checkbox. Now that our object has a gorgeous new stand in graphic to display, go to the room tab, then drag and drop Right now, nothing happens; weve got a bit further to go before this GameMaker Studio tutorial is through! This layer will be used to show the background tile sprite that we added previously. We are going to expand on the current actions to include a check to see if the "hp" variable we initialised previously is less than or equal to 0, and if it is we are going to destroy the instance (remove it from the game room). near the size button. Otherwise the G-forces would prevent our player from being able to move! If you select it then you'll see the event added into the Event Editor window and a new window chained to it: The new window is the DnD Editorand is split into three parts: The idea of Drag and Drop is simple - you select an action from the toolbox and drag then drop it onto the action workspace. spr_damage As were using Drag and Drop, we can add our game logic simply by choosing commands from a toolbox. 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. Return to our player object by double-clicking its name in the resource tree. Then import a tile set image. This is the output we expect at the end of our automation. Step The number of game frames in a second is what gives us our Frames per Second(FPS) value for the project. A temporary or local variable is simply defined as one that is "local" to the script or event that is using it. With them all selected simply press the key to delete them. Even tho creating an RPG would be really hard BUT on the other side you can manipulate with . . 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). 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. For this tutorial we are going to use Drag & Drop so you would click that button and then choose a project name to go with the game you want to make. A Note About Game Engines Basically, some tile set images may be created with "empty" areas around each tile and so you can set the pixels or cells between each individual part of the image here. We've covered this previously, but just to remind you, simply click on the Origin drop down menu and select Middle Centerto position the origin in the exact center of the sprite. Even tho creating an RPG would be really hard BUT on the other side you can manipulate with code and mechanics freely, which is important when you developing an original game. How to use GameMaker Studio 2. So what we need to do is draw the score text relativeto the view camera. Here's many tutorials on the internet and amazing manual. Using obj_scorein this case is fine because we are only going to have one of them in the room, but you can use this method to target a single instance if you target an instance ID (which you can get from the Room Editor or by certain functions), by placing it in the text field at the top which says Expression: Our action will now add 5 onto the thescore variable every time an enemy instance is destroyed, and we can now add the score object into our game room. stores something for us, like a number, so we can use it somewhere else. That "do something" is create our bullet instance and then set the variable cooldown to 3 (using the actions Assign Variable), which means that the next game frame, the if variablecondition will failand no bullet will be created because "cooldown" is not less than 1. 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. creating a prototype around that idea The logic that goes here is pretty self-explanatory. Each We now want to add "spread" to the bullets so we use this action along with the function random_range to add or subtract up to 4 to the direction. 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. A With that done, we are now ready to create an Object Resourcewhich will use our sprite. event and a new window containing a text editor to type your code into. We now need to add the action Set Instance Scale(from the Instanceslibrary) into the Create Eventof the object. Collision Mask There is a minor problem that we have to fix now, though GameMaker Studio 2will run rooms in consecutive order, meaning the room at the start of the room resource list is the one that will be shown initially when we start the game. will be a short one, but what you'll learn can be used anywhere in your own projects. We are going to edit this now to dynamically create instances of the bullet object as the game is being played. Now let's add some code to the player object. You can close the game window now (if you haven't already) and then double click The Change Object Instanceaction. Right now everything is looking very empty, so lets get started making our game. Run the se37 transaction. The next step we want to take in our GameMaker Studio 2 tutorial is to make a character that the player can control. You can then click on the Import button to bring up a file selector and look for an appropriate sound which as mentioned at the start should be a *.wav format file (remember, while following this tutorial the file explorer should take you to the TutorialResourcesfolder automatically where you can find the sounds used in the "Sound" sub-folder). Now that we can move, lets make something that can hurt us, to provide a bit of a challenge for our players. Change the dropdown menu right above the preview of the sprite from in the events box attached to your player object. section. "Career Karma entered my life when I needed it most and quickly helped me match with a bootcamp. . 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. But what arealarms? Create What we are doing is taking This x=x-5 Youre also going to drag and drop your invisible ground layer a few times and resize it to perfectly match wherever you drew your tiles. If something is touching that box, it will be touching your player, so keep that in mind if you decide to change it. ), or making a more complete plan with a game design document. The next step is to finally get into some code to make our character move around on the screen. spr_player is also accompanied by a short video that takes you through each of the steps outlined in text, and you can close GameMaker Studio 2at any time in the progress of this tutorial (saving your project) and when you next load the project you will be taken to the place where you left off. 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. Select the RFC_READ_TABLE module as the Function Module. 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). If you want to find out more about the layer functions, press to open the manual and do a search for "layers". Name your project as you please and save it somewhere safe. This is a powerful tool if you want to get a 2D game running quickly, and that can only be a good thing for gaming on the Android platform. 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 We covered how to add a sprite in the first part of this tutorial, so we'll only briefly run through the procedure here: If you have used the sprite that we used for the tutorial, you should be placing the origin near the bullet image "head" (as shown in the image below), as that is the point that we want to rotate it around and "pin" it into the room with. Now we have our object we need to name it, so we'll follow the same convention we outlined previously and use a prefix to define what kind of resource it is and give it the unique name "obj_player" to match the sprite "spr_player" that we made previously. Here, you are multiplying the boxs speed by the time variable. This isnt something youll need to worry about for a long time but its useful context! This is going to be pretty simple code, so dont worry. drop-down in the resources panel and click Powerful. 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. Per the box Ill name this The When ready, click the Play button to test your game and you should see that the enemies now scale into existence. This little chap is called Bee Boo.. Naming Practices Large triple-A studios start with a long design, concept, and prototyping process. A sprite is an image that is combined with certain properties which is then used in the game to represent something. Next , select GameMaker Language instead of Drag and Drop . To navigate the workspace, use the scroll wheel to scroll or the middle mouse button to move around. Youve made a (hopefully) functioning prototype for a new game. So double click on the object "obj_player" from the resource tree to open it in the current workspace if it's not open already. . We now get to see an In this short You can change this value if you wish, but by default it's locked and handled by GameMaker Studio 2automatically. left off. So, double click on the Player in the Asset Browser and then choose Events > Add Event. Anywhere is fine. sections, but for now it's enough for us to test and get a feel for how everything plays. If youd like to see your game (again just a black screen), press For example, a 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. This provides you with something you can actually see: real results. In our Step Eventaction workspace, we need to add the following action at the end of the current list, if mouse down(from the Mouse And Keyboardaction library): This action functions just like the if keyboard downaction and performs a conditional check to see if the left mouse button is being held down (remember, "if" conditionals check for a true or a false return value) and the subsequent blocks we add will be within this conditional and should only be run if the conditional returns true - essentially, the mouse button is being held down so do something. Lets make sure it all worked and press 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). . Right now, unfortunately, our player object looks like nothing. Its fairly easy to use, and it emulates code pretty well. Bounding Box 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. Layer order is actually defined by a value, called the "depth" value. So if you have grass on top of your platforms and dirt on the sides, youre covered! Note that even if the image you supply has non-transparent pixels in this first grid cell, they will not be drawn, so when making tile sets keep this in mind and just leave this first tile blank. event will run only once, right when the object is created. Objects This grid shows the way that the image will be split to create the final tile set cells, and if you have used the tutorial image you can probably tell that the current settings are way to small for the image we are using. We can do this with a second 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. Essentially, the higher the depth, the "nearer" the camera it is and the lower the depth the further away, so a layer at depth -200 will draw under a layer with depth 300, for example. View Tutorial. This GameMaker Language vs Drag and Drop GML, or GameMaker Language, is GameMaker's proprietary programming language. that depends on what you're planning on making. 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. For now, we can just use a static character that glides around the screen. The following squares will take care of the tile as it appears from different angles. For example, Undertale, Hyperlight Drifter, and Hotline Miami were all made using GameMaker Studio. 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). The "type" should be set as the direction, as we want to use that rather than the horizontal or vertical component. . Now set the action as follows: Note that when using an object index like this, if there are more than one instance of the object in the room when the code is run it will run for all instances of the object. 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. Even though we cant see it, we still need it in the room to perform its magic. section spr_player You can change this manually by clicking on the preview. , and add a new step event. However for our game we are keeping things simple and all those values can be left at their default settings. These functions will return the (x/y) position of the view and store each one in the temporary variables "cx" and "cy", and note how we use the previously declared temporary variable here. Generally this is what you want for music or ambient effects like a wind or waterfall sample, but not for single sound effects like this. automatic Make a new sprite, and fill it with red to make a 3232 red box. . This variable controls the angle of the sprite assigned to the instance, so setting it to anything other than 0 will rotate the sprite (and its associated collision mask) by the amount given. is what lets the game engine know what your sprite is touching, known as Finally we set the sprite rotation (image_angle) to face the same way as the direction variable. Edit Image Ive found that to be the best place when making a top-down game. Here's many tutorials on the internet and amazing manual. section 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. , then click If you want to develop games for Android, Android Studio is not the best choice of tool. Follow our beginner tutorial series and you'll be making games in no time! The title text sprite says "Press Enter To Start", so we now need to have our instance detect that key and go to the next room to start the game. 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). You should now have a Above your sprites preview, click 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. So you can have a camera view that is 480x320 (for example) but make the camera port 960x640 and the camera view will be scaled up to fit. / + to open the workspace switcher and select the editor that you want to see directly. Affiliate links on Android Authority may earn us a commission. 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). obj_player Resource Tree 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. picks up where the previous Before continuing, we should give the room a name, as the default name isn't very descriptive so give a slow double click However "other" in that context onlyworks for the collision event, and we want to apply an action to an instance in the Step Event, so we need to change the scopeof the action we are going to use. Instead, it teleports back up to the top of the screen when it reaches the bottom. (for the object) and variable It should all now look like this: The conditional we are checking is the value returned by the function "keyboard_check" which returns true if the key (in this case the right arrow) is being held down and false otherwise. Go to Tile Sets are all based on sprites, and although so far we have only used sprites for game entities like the player or the bullets, we can also use sprites for backgrounds and tile sets, which can also be animated and do other interesting things. 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. Sprite With this ease of use does come a slightly more limited scope. We are going to use the rectangularcollision mask, but we need to change it's size. These built in variables are changed using the different transform actions from the Instanceslibrary: You can change things like the scale, the rotation, the colour and the alpha, all through using these actions to change the built in variables. Go ahead and create a new object now and give it that name. We want to set the colour that the font is drawn in too, so now add the action Set Draw Colourlike this: The default colour is white, so we don't need to change anything there (although you could set the colour to anything you want by clicking the colour swatch in the action which will open a colour picker for you or by giving a hexadecimal colour value), but we need to un-tick the "Use alpha from colour" option, as we want the text to be drawn solid white regardless. If you click on the Play button at the top of the screen, you can test out what youve built. This can be very time consuming and error prone, so we use the instance variable instead to store the value. section Go back to the controller object obj_scoreand make sure you have the general Draw Event open as we need to edit it. As mentioned briefly in a previous tutorial, all games run at a speed which is defined by the number of times the game loop runs in a second. 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. This makes GameMaker ideal not only for beginners but also artists and designers that want to build games without learning to code. The main points you should have learned from this are: That might not seem like much, but the core concepts here are probably amongst the most important you can learn. if So now we need to slow the rate of fire down a bit. section of the GameMaker Studio 2has given you the tools, so use them to the make the games that you have always wanted to make. bottom center You need to add the corresponding alarm event now, so since we are using alarm[0] you need to add Alarm Event 0: This event will only trigger when the alarm[0] array has counted down to 0 and in it we want to add the following: Here we are creating an enemy spawn object at a random position within the room and on the layer we created at the start of this Lets make a new We need to fix that, so to start with we need to edit the Step Eventagain. Well start with an To create the player, right click no the Objects folder in the Assets Browser and create a new object. and set the width and height to 6464 pixels under In the next obj_player While I really enjoy using GameMaker Studio 2, there are a plethora of paid and You can test the game now and kill a few enemies to hear the sound play. Lets change that. Origin / starting with an idea We turn the gravity off when we hit another object but we also need to set the vertical speed back to 0 to get rid of any lingering momentum. This object will be for our player and is what will permit it to move and shoot in the game room. Simply put, layers are conceptual 2D spaces that we can use to store things, and the order in which we have the layers within the room editor will affect the depthat which the instance is drawn: In the above image, you can see that by changing the layer order we can change whether the player instance is being drawn over the enemy instances or not. So let's fix that now As we discussed previously, how things are drawn will depend on the layer order within the room editor, and if we want our bullets to be drawn under the player, we have to create a new layer and add them to thatinstead of the instance layer that the player is on.
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