I could go into this thread and say, "Man, C is terrible, don't use it. What, I do it that much? I didn't think anybody remembered the last time I did. I now see the error of my ways, and for this I thank you. I shall focus my ranting on another tool. It's all cool, it's not like you're the next Adam Coate or anything. It can just be a bit of a downer for folks who use Game Maker and are just getting the hang of learning to make games, that's all.
I suppose it can be. When I skimmed over OP's post I read 'serious', so I assumed that he was into game development enough to be secure with his tool of choice. Either way, I now agree that that was uncalled for and I shall strive to be more polite in the future! I didn't take it the wrong way anyway. I do it all the time to Apple fanboys, who annoy the living hell out of me. I know that Game Maker is horrible on many levels. But you have to consider what it enables.
For 20 dollars. Step 4: Then you need to expand your canvas space slightly the way you do this is click on the bottom corner of grid and drag it out a bit so you can see blue around the edges like in the screenshot below, Your edge may not be blue it may be default grey Step 5: Next you want to go layers there should be 7 Icons on the bottom of the layers grid, click the 6 th one along which is create a new layer.
Step 5: Now drag your background layer onto the 7th icon which is delete layer. Starting a new project Step 1: First off open Gamemaker and you will be presented with a screen saying Play and make, Click make to start a new project. New wall and player Sprites Step 1: With gamemaker open Maximise your window to full screen, then go up to the main toolbar and click resources and click create sprite. Step 3: Now go up to the main toolbar and click resources and click create sprite.
Step 2: Now tick the box called solid and then press confirm underneath. Step 3: Now you can see the project underneath the objects folder. Step 2: Next Click add event near the bottom of the screen then click create. Step 3: Next drag the icon on the right which looks like a green snow flake to the actions box.
Step 4: Click on all directions accept the centre one and change the speed to 5 then press ok. Step 5: Click add event again and choose collision then the wall object. Step 6: make sure the against box says solid objects and then press ok. Step 9: change new score to 10 and tick the relative box and then ok. Step Then click ok to finish that one. Creating a room and adding objects Step 1: got to Resources on the main toolbar then go down to create toolbar.
Step 2: Change the Step X and Y to The other option available is to Clear Viewport Background , which can be used to clear the background of the view before every draw event in the game loop this doesn't usually need to be ticked unless you are using multiple views or haven't assigned a background layer in the room editor.
When you have enabled views, you will then need to set up the view port and the view camera. As hinted at above, you can create multiple view ports and cameras, but for this tutorial we're simply going to cover the basics of a single view. If you want more information on multiple view ports, then please check the room editor section of the manual press. To set the view properties you need to click on the view you want to enable from 0 to 7, so you have 8 view ports that can potentially be used at any one time and it will expand:.
You need to first make sure that the view is set to visible otherwise even if you have enabled views nothing will be drawn. You then have to modify the first two sections to set how you want to display your room, and optionally the third section for setting up object following. The sections are as follows:. Our room has been set to the size we want and we have set our views You can add a number of different resource directly into the room editor and they are all placed on Layers.
A layer is simply an imaginary plane on which we can place sprites, tiles, paths and instances so that the room knows when and how to display them. By default the Layer Properties window will open whenever you open a new Room Editor workspace if you have closed it by mistake you can open it again from the Room context menu at the top of the IDE and will have a couple of layers created for you by default:.
Layers are ordered from the lowest to the highest, so those layers lower on the list will be drawn first and higher layers drawn over them. There will always be two layers added to any room you create as you will almost always require these two layers: a background layer and an instance layer.
These layers can be removed at any time, and you can also add more layers as you require, and note that you are not limited to just one layer of any given type, so you can - for example - add 3 or four background layers offset to each to create a parallax background.
You can click on any layer to bring up that layers properties window, where you can edit things specific to the layer type like position or draw order, etc You can drag and drop layers up and down the list to reorder them too, and you can even create group folders by clicking the icon and dragging layers onto it.
If you no longer wish to keep a layer, you can select it and hit to delete it. Below is a list of the different layers available and a brief description of what they are for for detailed explanations of each layer and their properties, please see the manual :. After you have created the desired layer type you need to add the different resources to it. This is done by simply clicking on the resource and then dragging it into the room editor.
Below you can see an example of some sprite assets being added to a room, edited and then tested:. We touched on Room Inheritance briefly at the beginning of this tutorial, and here we're just going to expand on what was said a bit, since inheritance is one of the most powerful and time saving features of the GameMaker Studio 2 room editor. We mentioned before that you can create a main "parent" room and then clone "child" rooms from it that will inherit all the properties from the main parent room.
Well, while this is true, there is much more to it than that! You can make a child room from any room in the resource tree by right clicking on the room resource you want to "clone" and selecting Create Child :. This will create a new room for you and open the workspace for you to edit it. You will notice that all the "Inherit" buttons are now highlighted for everything that was in the parent room. You can also see that you have access to all the same layers and properties as those set in the parent room:.
What has happened is that everything in the room that has the inherit button highlighted is based off of what is in the parent room.
If you change a tile in a parent room, then all child rooms will reflect this change too. However, what if for example, you want to change a tile in the child room but leave everything else as it is in the parent?
Well, you can simply change that tile and it will be shown in the room changed. By editing any feature from an inherited room in a child room, you break inheritance and the item will no longer be considers as part of the initial room. There are many, many ways that this system can be used, especially as you can have multi-room hierarchies, with each room being a child of the previous room.
Also, please keep in mind I've not decided anything! As of right now, I'm not developing a new version, nor am I dropping support for anything yet? If you don't feel like commenting, please use the "upvote" button on other posts if you agree with them!
Replies 52 Last message on 14 Jan Size43 Administrator on 7 Dec , Forgeio on 18 Dec , Hey sorry this is not the proper place to put this comment, but on the GMServer site can you make it so that your account on the site gets notified if there's an update on a game that you have logged into?
Size43 Administrator on 19 Dec , SilicaAndPina on 12 Dec , Hell YES. I just worked like, 5 weeks for an online mode for it and now it'll go to waste? Size43 Administrator on 4 Jan , Calm down. This would just be for a complete rewrite of the extension. Size43 Administrator on 17 Jan , Ferry on 8 Feb , When are you going to rewrite Game Maker Server?
I am so excited for it! Size43 Administrator on 9 Feb , Rewrite is being worked on. I don't have a specific release date :. Ferry on 12 Feb , Good Luck! Forgeio on 9 Dec , OK, so I tried porting my game to GM:S and changing all the settings and stuff so it would be compattable made the GMS object etc but it came up with a bunch of random errors that shouldn't be there, and they changed some things with strings so my login system no longer functions properly.
I'll just stick with GM8. Size43 Administrator on 12 Dec , Don't worry, you don't need to be in a hurry to upgrade.
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