Author Topic: GameMaker?  (Read 2637 times)

Well it was useful for me back when I used it in 2009 pre-studio days... It's probably 100x more useful now

game maker was probs one the first engines i ever used (gm5 or gm7 or something) and it's p good

i only got into GML when i got it again more recently and it's a pretty nice engine all things considered. there's a lot of documentation as well
« Last Edit: April 25, 2015, 04:07:27 PM by otto-san »

I'd like to bump this topic to tell starting developers to consider GameMaker, because after using this program I realized that it is hella if you're just starting out. Begin with watching this video https://www.youtube.com/watch?v=hzMNunoPd0o and you will see how good it is as a starting engine.

Quick edit:
Not only is it great for beginners, by the way. It seems to be very good for experienced developers as well. It really is an example of an engine that has a really high skill ceiling for you to grow in.
« Last Edit: April 29, 2015, 09:21:06 AM by Folie à Deux »

Well, similar to Unreal Engine's Blueprints or Stencyl's... Stencyls. Basically scripting without scripting knowledge.
Conceptually speaking, sure, but you can get a hell of a lot more done with node graphs or blueprints than with Game Maker's drag and drop system.

Most 2D games make me sad. ;-;

3D is where it's at. :)

Most 2D games make me sad. ;-;

3D is where it's at. :)
If it makes you feel better I usually develop 3D, but this is a 24 hour challenge.

DON'T use drag and drop, script like a proper human like molt said

but I've gotten far using dragondrop :)

hotline miami was made in game maker

So I have an intake meeting at my plan B university, (plan B because it's lower education than what I'm working on right now, and it's just for backup). It's a study about game development and I have to, as intake assignment, develop a simple game.

So what I expected to do was work up some magic in UE4 or Unity. But they need me to make it in "GameMaker". I've never heard of GameMaker and looking up the language told me they use "GameMaker Language".
I hate engines that make their own language primary, since it's just completely useless in expertise, so that's already something that bothers for starts.

Anyways, who has any experience with GameMaker to tell me how this program works? I've been looking at it and I'm confused by the 2008 layout and the completely different engine it is from UE4 and Unity, which is what I'm experienced with.
Any questions, ask me. I know the program very well.

Game Maker Language is incredibly useful and you can literally do anything with it, and as mentioned previously, don't use drag and drop unless you're really finding it hard to understand.. which you wont.

Download Game-Maker-Studio. It's the best and takes out useless features that were in the 08 layout.

Setting your room_speed to 60 in the room settings will make the game run nicer. 60 = 60 fps

any more, lay them on me

Yeah dude how the hell does collision work.
I've got a tileset and I want to make walls function as - well - walls.
I'm reading online and all I can find is that I have to hardcode the player to stop once it reaches the XZ of a wall. This sounds ridiculous.
Maybe I have to make the walls an object instead of a tile, but that just seems stupid.

What is up with this?

Are you making a top-down or a platform game?

Are you making a top-down or a platform game?
Top-down, my bad.

Top-down, my bad.
Also, when I'm reading what you're doing, tiles in game maker are only for decoration. You must use an object if it needs events.
What you could do is either make an object oCollision, put the collision events in there and parent all objects you want the player/AI to collide with to it, or simply put oCollision visible to false and just place it over where the tile you want the player to collide with.

Also, when I'm reading what you're doing, tiles in game maker are only for decoration. You must use an object if it needs events.
What you could do is either make an object oCollision, put the collision events in there and parent all objects you want the player/AI to collide with to it, or simply put oCollision visible to false and just place it over where the tile you want the player to collide with.
Got it, chef.

wow lmao its acting like stuff

this is how the game renders when playing


this is how the game looks like


ive been messing with this for a little too long and nothing works lmao