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May 6, 2018 · This tutorial will create a 2d array based inventory system. This is a very flexible inventory system that can be used by anyone who needs an inventory system akin to what you see in the original Dead Space, Resident Evil / Biohazard 0 - 3, or the atelier series. The tutorial is compatible with game maker 2.
- The Bullet Object
- Layers
- Better Bullets
- The Bullet Layer
- Bullet Timing
- Summary
As with the sprite, we talked about how to create objects in the previous tutorial, so we'll only quickly run down how to do it here: 1. Click the right mouse on the Objectresource folder 2. Select "Create" to create a new object 3. Name the object "obj_bullet" 4. Click where it says "No Sprite" and assign the sprite we just created Our new object ...
Before continuing, we should look at the concept of layers in a bit more depth. The bullet instance we are creating is created using the function instance_create_layer(). This function creates the instance and assigns it to the layer ID that you give as an argument, but what is a layer? Simply put, layers are conceptual 2D spaces that we can use to...
Going back to our game, if you press Run now then you can test our bullet creation code: Hmmm... That's not really what we want is it? We need to change the code to make the bullets fire from the player towards the mouse, and not just magically "appear" where the player clicks. To do that, let's first change the Step Eventcode of the object "obj_pl...
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. If you open the room editor for our game room (double click on the resource in the Res...
At the moment, our bullets are created 1 per game frame (every time the game loops round and performs the Step Event again), which is a bit too fast for what we require. So now we need to slow the rate of fire down a bit. For this we need to add a Create Event for the object "obj_player", and in it add the following: Code: Create Event All we are d...
That brings us to the end of Shooting section of the "My First Game" tutorial. Let's just pass over the core concepts and things that you should know after completing this tutorial: 1. How to add comments to code 2. How to use "if" to check multiple conditions 3. How to write code in one instance to create a new instance 4. How to create new layers...
Jul 28, 2024 · GameMaker Studio 2 has an extensive library of tutorials, both official and community-created. The built-in tutorials cover everything from basic mechanics to advanced game design...
5 days ago · Setting up the Background Sprite. Firstly, we need to set up our sprite. GameMaker allows us to use any image as a sprite, which will then be used as the background. Follow these steps to set up your sprite: Go to the sprite folder. Right-click and select ‘Create’. Select ‘Sprite’ and name it ‘SPR background’.
Are you a beginner at GameMaker Studio 2? In this video I'll teach you the fundamentals of how to get started!
Jul 14, 2020 · In this GameMaker Studio 2 tutorial, we will learn how to make a game by starting with an idea and then creating a prototype around that idea. You will learn a bit of code and a bit of game design as we go.
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Getting Started. This section is the obligatory first stop for using GameMaker and getting to grips with the contents of the IDE and how it works. You'll find that GameMaker is intuitive and simple to use, and even if you've never used any tools like this before you shouldn't have any problems getting started and making games after reading through the Introduction and completing the Quick ...