GameMaker Studio Standard Edition is free for a limited time
124 replies, posted
[QUOTE=UberMunchkin;44019387]Rovar, compared to the usual gamemaker stuff that's damn good son, keep it up!
[editline]23rd February 2014[/editline]
also the whole "by registering you consent to recieving marketing emails from YoYo games" is putting me off. I'll prolly use a temp email.[/QUOTE]
They send you a subscription e-mail instead of automatically after getting the license. You can simply not click on 'accept subscription' and delete the e-mail so as to avoid the marketing emails.
Thanks for posting this, I had no idea something like this just gets released for free periodically and that's great. I remember using it a little bit during a computer education class freshman year of highschool but never really paid too much focus to it then.
Can't wait to play around with this and see what I can make.
Thanks to this thread, I made a friend really happy; she really wants to make some games, and wasn't able to with the crappy trial version or whatever. Glad to see this came for free!
1. Don't re-invent the wheel
2. GML uses constructs from many different languages including C, Java and Python so you'll be learning as you go, it's also pretty simple
3. Game Maker is going to support vector graphics in an upcoming version and it already supports vector physics allowing for very complex 2D games
4. Allows for google docs-like sharing so everyone in your dev team can edit the game at once
< making a game with a team of 10+ people with game maker to be put on greenlight when it's finished
[QUOTE=Baboo00;44011277]If you're considering making games in gamemaker, I strongly recommend that you try Construct 2 as well. I used gamemaker for years and then switched to construct after the first time I tried it.
It has every feature that gamemaker has except networking and source control, but with a better interface and more options available in the free version. It can export to html for free, and the £79 version can export to ios, android, linux, mac, tizen, kongragate, faceboand, believe it or not, the wii u if you have a wii u developer license.[/QUOTE]
Construct 2's next patch includes multiplayer and something you did not list was that you pay a one time fee and you get access to those platforms you listed + future platforms that they add.
[QUOTE=silentjubjub;44011333]fuck shit up[/QUOTE]
can someone get me a topdown viking sprite?
I remember in year 8 at school we had an assignment to make a game for class on your home pc, I made this awesome one put heaps of work into it, it was primitive, but I was proud of it. You played as a stick figure and it was a deathmatch style game with several levels where you would fight ai oponents, the ai would run around the map picking up weapons, I had something like 8 weapons in the game and I was proud of it and took it to school to demonstrate it. Little did I realise that my home pc was considerably slower than the school pc's and when I started the game up the game speed was so horrifically fast there was literally no way to play, there was an inbuilt kill limit that was reached within 5-10 seconds by the bots spamming weapons at the speed of light, was funny and extremely surprising. Game maker is fun.
[QUOTE=Lord Xenoyia;44026157]3. Game Maker is going to support vector graphics in an upcoming version and it already supports vector physics allowing for very complex 2D games[/QUOTE]
Aww, sweet. Hopefully that means SVG imports!
[QUOTE=Venezuelan;44020202] and the fact that there are some bugs that you just can't fix because of the way it calculates shit through steps (anything with physics, oh god so much clipping)
[/QUOTE]
Yeah you can, just roll your own collisions that step through the velocity pixel by pixel.
So can we publish game on greenlight made with this free standard key?
AFAIK you can do that even with normal game maker
From what I can tell the only difference between free and standard is that free forces a limited texture budget/code budget/audio budget/etc on your projects so they can't be bigger than a certain size (aka might as well be a demo) while standard has no restrictions
[QUOTE=chaz13;44027629]Yeah you can, just roll your own collisions that step through the velocity pixel by pixel.[/QUOTE]
This is supposed to be from a beginner's standpoint, by the time you're able to do... whatever you just described (I'm not a programmer) surely you'd be better off moving on from GameMaker?
Man, I really think facepunch could make a really fucking awesome game. I mean, gather all the programmers, 3D/2D artists and a bunch of other folk, and I swear, we'd have some fine shit here.
I'm really up for that. Y'know. A facepunch game.
[QUOTE=cam64DD;44030825]Man, I really think facepunch could make a really fucking awesome game. I mean, gather all the programmers, 3D/2D artists and a bunch of other folk, and I swear, we'd have some fine shit here.
I'm really up for that. Y'know. A facepunch game.[/QUOTE]
Jaykin' Bacon and Galactopticon (rip)
idk why, but they gave me professional for free, though i bought standard
[QUOTE=Venezuelan;44030848]Jaykin' Bacon and Galactopticon (rip)[/QUOTE]
Well, what if we try to come up with something brand new?
[QUOTE=Venezuelan;44030507]This is supposed to be from a beginner's standpoint, by the time you're able to do... whatever you just described (I'm not a programmer) surely you'd be better off moving on from GameMaker?[/QUOTE]
Not necessarily, you're coming from the viewpoint that it's a tool for beginners/children when it isn't.
[QUOTE=chaz13;44031310]You're coming from the viewpoint that it's a tool for beginners/children when it isn't.[/QUOTE]
people in this thread (myself included) are obviously beginners
The best view to have is honestly a simple pragmatically practical one. Use the engines and tools that suit you, your projects, and that you enjoy.
I don't have to use C++ if Gamemaker can handle what I want to code, and if I enjoy it more, than I don't really want to use C++ either.
:smile:
[QUOTE=Venezuelan;44031344]people in this thread (myself included) are obviously beginners[/QUOTE]
I didn't say you weren't. I said you're looking at GM like a tool for beginners when it's not, it's just an indie dev tool. Being able to write a quick for loop to do collision checking doesn't mean you should be moving on to bigger and better things.
[QUOTE=chaz13;44031936]I didn't say you weren't. I said you're looking at GM like a tool for beginners when it's not, it's just an indie dev tool. Being able to write a quick for loop to do collision checking doesn't mean you should be moving on to bigger and better things.[/QUOTE]
Gotcha, I'll take your word for it
I wish there was a linux version, or it ran on WINE.
How easy is GameMaker to learn? I was thinking of getting into it as I'm still quite new at games design and was thinking it is a good way to start with small projects to develop my skills.
Is it just me or are the tutorials [I]really[/I] poorly written?
[QUOTE=Venezuelan;44030848]Jaykin' Bacon and Galactopticon (rip)[/QUOTE]
Hideous worked on The Stanely Parable and jimbomcb worked on Insurgency
[editline]24th February 2014[/editline]
[QUOTE=cam64DD;44031057]Well, what if we try to come up with something brand new?[/QUOTE]
It may or may not crash and burn. As long as it's got a SP mode we're golden.
[editline]24th February 2014[/editline]
Let's make a Facepunch Flappy Bird :v:
We need a plot
let's make it so that you can play as postal
Wait, didn't they do this last year?
[QUOTE=Dominic0904;44034498]How easy is GameMaker to learn? I was thinking of getting into it as I'm still quite new at games design and was thinking it is a good way to start with small projects to develop my skills.[/QUOTE]
It probably has the simplest coding engine out of all of the game engines. I could probably write a few tutorials if needed.
iirc:
in STEP event of main char:
health = 100;
if(health <= 0)
{
game_end();
}
(doing this all from memory so it may be wrong)
Sprites are the graphic portion of 'objects', the characters or things which will be doing stuff. When you open game maker, right click on the 'objects' folder on the left and hit "add object", a new page will open with lots of shiny buttons. Enter a name in the white textfield on the top right (use the standard formatting of obj_name, for this use obj_player) and click on.. I think it's called 'add event' down at the bottom middle of the object. Another box will pop up with more buttons and the one you want is the [B]create[/B] event. I'm not sure if you're comfortable with event driven programming but it's basically programming where something only happens when an event is called, such as a mouse click or a collision or the game starts. The create event is called when the object is created (when you enter the room the object is in).
Go down to the control tab on the right of the object (sideways tab listing), there you'll see a plain piece of paper icon under the 'code' section, right click the one that doesn't have a green arrow.
In the code section, you'll encounter GML - it's a very simple mixture of many different coding languages and if you've never coded before I'm sure you'll pick it up quickly. Here are some basics:
[B]Variables[/B] are named locations in memory, basically they store things such as sentences or numerical values. To set a variable you just enter any name you want (try to make it unique as to not break something), then make it equal to '=' another value. To make a dormant health value, write this in:
myHealth = 100;
The semicolon is just there as a good measure, you don't need it in GML really but it's good practice as it's used in many other programming languages. What it does is declare the end of a statement, meaning that you're finished with whatever that one line is doing.
After you set the health variable, make a new line and write this in:
show_message("Welcome to my game!");
Now click the green tick at the top left of the coding screen to return to the object screen, when you're there click the OK button at the bottom left to return to game maker.
Right click on the 'Rooms' library and click create room, another menu with a grey grid will appear. These are the 'levels' of your game. When you make a menu or level in your game, you'll want to make new rooms. You can easily switch between rooms using code so they aren't complicated. The room at the top of the list will be the first to load when you play the game, try to keep them in order.
Now left click near the middle of the grey grid, a blue circle will appear with a question mark on it. This is the object you just created. To change the object when you create more, look at the drop-down menu on the left, that lets you choose the object you wish to place. Now whenever you left click in the room you will add the object. A simple right-click will delete any object you place in there.
Now click the green tick at the top left and run the game by clicking the green right-facing arrow at the top toolbar of game maker. The game will run and show you the message you coded in earlier, success!
Congratulations, you just made the most simple game in game maker history! But that's a good start at getting you used to the IDE.
[QUOTE=Lord Xenoyia;44047448]
iirc:
in STEP event of main char:
health = 100;
if(health <= 0)
{
game_end();
}
[/QUOTE]
This would mean that every step, Health would be made to equal 100.
You probably want health = 100 in the create event
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