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Game Maker

Game Maker is a game creation program owned by Yo-Yo games. Game Maker uses triggered events and a drag-and-drop system, however you can also code GML, or Game Maker Language, for more precise control over your game.

368 Questions

Where can you buy an FSO Game Engine?

The FSO (FreeSpace Open) Game Engine is open-source software, so it can be downloaded for free from the official FreeSpace Open website or its GitHub repository. You won't find it for sale in stores, as it is maintained by a community of developers and is available for anyone to use and modify. Simply visit the website to access the latest version and any additional resources or documentation.

How can you make a object follow another object in Game Maker?

In the step event, add a move towards action and put x as object1.x. Put y as object1.y. Enter the desired speed below.

Of course, this is only an example and you would have to replace object1 (in both places) with the name of the object to be followed.

How can you make an object follow another after a key press in Game Maker?

If you want to make an object follow another on demand (which i assume is your goal) then in the object you want, maske an action. For example - keyboard press F. In this action put what will happen.

There are basically three options (although there is probably some complicated code for advanced games).

1. Move Towards

X object name here.x

Y object name here.y

2. Step Towards

X object name here.x

Y object name here.y

3. Step Avoiding

X object name here.x

Y object name here.y

For all of these you have to specify the speeds of the object that is moving towards the other. And there are some slight differences in each but choose one that suits your game.

I hope this information was helpful.

Where can you download free online games?

Go to free ride games.com it has games like diner dash and other games all the games arefull versions that are 100% free the full version games time limit are forever

What is mean by variable life cycle?

Variable life cycle means that the life of a product is affected by the use of the product. A car, for example, that is driven over 500 miles per day every day, will have a shorter life than one driven a few miles each day.

What tasks are animators in charge of?

In most cases, animators usually just make the sprites and 3D models for the team/company they work for but in some cases, especially in small teams, the animators will do some programming as well.

How does a REPEAT loop work?

The repeat loop is very simple. It allows you to repeat a statement or block of code without needing to copy-and-paste it. Here are some examples:

{repeat(5)

{x += 15;}}

{repeat(3)

{x += 15; y -= 5;}}

The number in the parentheses dictates how many times you want to repeat the statement/code block.

You may also use a variable:

repeat(self.x)

{instance_create(irandom(400),irandom(400),object_obj);}

What is an 'argument'?

An "argument" is a series of statements to persuade someone to accept a conclusion.

Perhaps the most well-known examples of arguments are the statements lawyers make -- on behalf of the plaintiff and the defendent -- to a judge and jury in a courtroom.

Occasionally people use the euphemism "argument" to refer to a much more emotional event -- a dispute, quarrel,

When two people fight with words.

(In computer programming, an "argument" means something very different -- see the "What is an 'argument'?" question for more details).

How do you use the ORD function?

The ord() function is simple. It allows you to use any key that doesn't have a constant (like vk_up) with the keyboard functions. Take a look:

{

if keyboard_check(ord("A"))

{ x - 4};

}

This checks whether the player is pressing the A key, and if the player is, the object will move left. You can also use numbers:

{

if keyboard_check(ord("1"))

{ show_message("No way! You pressed the 1 key! :D")};

}

How much does the Pro Edition of Game Maker cost?

You can download the Lite Edition of Game Maker for free, however, the Pro Edition of Game Maker costs $20.00 US Dollars.

How do you save and reload a game with Game Maker?

You can use this:

SAVE:

savegame = get_string('Save Name:', '')

game_save('game_'+savegame)

LOAD:

loadgame = get_string('Enter The Save Name:', '')

game_load('game_'+loadgame)

How do you deactivate an object?

Instance DeactivationDeactivating objects is a very useful feature in Game Maker. It is an easy way to reduce delay, freeze-ups and speed up the overall number of frames per second. Deactivating objects is easy, but there are a few things to keep in mind: Deactivated objects are unaccessible and invisible, or in other words they are treated like they don't exist until you reactivate them. Here are the functions for deactivating and reactivating objects:

instance_deactivate_object(object_name);

instance_activate_object(object_name);

A handy trick for making 2 objects not interact with each other goes as follows: (This is especially useful when you want an object to ignore the other when using the move_contact_all()function)

instance_deactivate_object(the_other_object's_name);

//STEP EVENT

instance_activate_object(the_other_object's_name);

Note: This won't affect the objects in any way apart from them both not interacting. Put that code in both objects' step events and you're good to go.

How do you use a switch statement in GML?

Switch Statements are used to generate different outputs of code based on the value of an expression. Switch Statements work as follows:
{
randomNumber = floor(random(3))+1;
switch(randomNumber) {
case 1: { } break;
case 2: { } break;
case 3: { } break;
default: { } break;
}
}

This may seem confusing if you are new to GML, so I will give an in-depth explanation. The first line sets the variable randomNumber to a random number between 0 and 2, and adds it by 1 to make it a random number from 1-3. So far the only thing that has gone on in the code is to set a variable to either 1, 2, or 3. This is where the switch statement comes in.
switch(randomNumber) {
case 1: { } break;
case 2: { } break;
case 3: { } break;
default: { } break;
}

this is the actual switch statement. You may be wondering what the case statements are for. case statements are always written inside switch statements and do nothing anywhere else. case statements activate when the expression in the switch statement is the same as the value that they are assigned to. Take a look at this switch statement:
{
rand = floor(random(3));
switch(rand) {
case 0: {
show_message("The Random Value Was 0");
} break;
case 1: {
show_message("The Random Value Was 1");
} break;
case 2: {
show_message("The Random Value Was 2");
} break;
}
}

When the values assigned to the case statements are equal to the expression in the switch statement, the case statement will run the code contained in it's brackets. break statements order the switch statement to abort. The reason that you need break statements inside a switch statement is because it keeps the other cases from activating as well. (When one case statement activates, the others do as well.)
A final briefing on switch statements is that they are not limited to variables. Take a look at this switch statement.
{
switch(obj_block.x > x) {
case true: {
show_message("The Block Is Ahead Of You.");
} break;
case false: {
show_message("You Are Ahead Of The Block.");
} break;
}
}
This switch statement returns a true or false value, and the case statements operate accordingly.

How does a FOR loop work in GML?

FOR loops work as follows:

{

for( [initialize a variable]; [expression]; [increment the variable] ) {

//Do this code

}

}

Here as an example of a FOR loop:

{

for(i = 1; i < 10; i += 1) {

show_message(string(i));

}

}

What this will do is show a message 10 times displaying the value of "i" so you would get a message that says "1," another one after that saying "2," etc... The way this works is that you have the variable "i" initialized in the FOR loop. The FOR loop will keep looping until i >= 10, because the middle statement dictates that i must be smaller than 10 for the FOR loop activate. The third statement in the for loop is the statement that you increment the i variable with. If you change i += 1 to i -= 1 then the FOR loop would go on forever, freezing the game. This is a critical mistake to make when constructing a FOR loop (as is with any loop.)

How does a WHILE loop work in GML?

The while loop works as follows:

{
while( [expression is true] ) {
//Do this code
}
}

The while loop re-runs until the expression contained within the parentheses is false. Take a look at this example:

{
while(!place_meeting(x,y,obj_ground)) {
y += 1;
}
}

This while loop tells the object to move down one pixel until it collides with obj_ground. Unfortunately, nothing guarantees that this loop will not run forever. Always make sure that when you construct a while loop that you make sure that it does not run forever. Take a look at this whileloop:

{
while(obj_ball.y < y) {
draw_sprite(sprite_index,0,x,y);
}
}

This while loop will run for ever. Why? It does not have any statements that insure that the while loop aborts. Again, Always make sure that when you construct a loop that you put statements in the loop that will eventually abort the loop. y -= 1; is the statement in this new while loop that eventually aborts the loop:

{
while(obj_ball.y < y) {
draw_sprite(sprite_index,0,x,y); y -= 1;
}
}

How do you use the draw sprite function in Game Maker?

The draw_sprite() function works as follows:

draw_sprite(name of the sprite, frame of the sprite that you want to draw, x value, y value);

Let's say you have a sprite named spr_ball, which has 3 frames, and you want to draw it at position (32, 32). Sometimes you don't want to draw a specific frame though. In those cases you just put -1 in the second argument. This will make the function draw the animated version of the sprite, not just a single frame. This is how that code would look:

draw_sprite(spr_ball,-1,32,32);

It's pretty simple.
There is another draw_sprite function that you may want to check out as well. (only if you have the pro version!) The draw_sprite_ext() function has more flexibility than the draw_sprite() function. This is what the draw_sprite_ext() function looks like:

draw_sprite_ext(sprite, frame, x position, y position, width scale, height scale, rotation, color, alpha value);

This line of code looks confusing, but it is an extremely important statement to learn. As you see, the first four arguments work the same as in the draw_sprite() function. width scale and height scale are very simple. If you set the width scaleto 1, then the sprite will draw the same as it would in the normal function. A value of -1 will mirror the sprite, a value of 0.5 would draw the sprite 50% as wide as normal, etc... The same goes for the height scale. The rotation argument speaks for itself. You input a number between 0 and 360 and it will draw the sprite rotated to that degree. Note that a value of 0 points to the right, a value of 90 points upwards, a value of 180 points left and a value of 270 points down. The color argument also speaks for itself. A value of -1 will draw the sprite with no color applied. You can use the following variables in the color argument:
c_red
c_blue
c_black
c_white
c_gray
c_fuchsia
c_yellow
c_dkgray

Now, on to the alpha argument: you input a number between 0 and 1 and it will draw the sprite at [the number you input]x100% opacity. E.g. a value of 1 will draw the sprite completely opaque, a value of 0 will draw the sprite completely transparent, a value of 0.90 will draw the sprite at 90% opacity, a value of 0.1 will draw the sprite at 10% opacity, etc...
I hope that this helped you!

What is GML?

GML is short for "Game Maker Language". It is Game Maker's built-in programming language and is used for rapid development of games within Game Maker. It is highly preferred over Game Maker's Drag-and-Drop system because it is easier to edit, has more functionality and because lines of code are not as bulky as the Drag-and-Drop interface.

How do you make a fighting game on game maker 7?

I only know a little bit, but I'll tell you what I know. Works with GM 8

Honestly, you would need to understand one basic function above all. You must know how to use the create VAR(grey square) and check VAR(purple hexagon), or how to type it if you type code. (I personally prefer not to use code because I make a lot of typos). Either way, depending on how many moves the character will have, it will result in a lot of commands.

Step 1

1. Plan it. This is the only type of game where I recommend coming into to it with characters drawn and movesets done.

2. Draw/ Rip all needed sprites. If you want to scan what you already drew, feel free. Include standing, jumping, crouching, moving, blocking, running/ dashing (if you want this), punching, kicking, crouch punching, crouch kicking, jump punching, jump kicking, throws, getting hit high, low, mid way, and in the air(don't just rotate the characters), tripping, getting up, and special moves. Make sure you do this in both directions; just draw the sprites, copy and flip. Make sure you create folders for each character.

3. Think about balancing it all out later. After you have created all characters, create some random hit boxes. Make square ones, long ones, small ones, ones in bizarre shapes, some that change shape as a player's move changes. Just base these off of how your character moves. Make some other ones just in case.

Next, make some other hit boxes of a different color. These are your damage hit boxes. Make four for each character, varying in size. Make sure that you have a big one for in the air. You will eventually change the sizes for balancing reasons.

Draw a line the size of the room lengthwise. This will be your direction facer.

4. Draw your backgrounds. Get this out of the way.

5. Create a basic moving character who can jump, crouch, and do a basic punch/ kick. Remember to create an attack and punch function so your player will not be able to hit kick or punch and cancel a punch. You can easily create one object that can punch kick, crouch and do all special moves, but you must understand how to create variables. I can't stress that enough.

6. Create the side changer and place it in the room. Create a cariable and call it side. Make facing right 0 and facing left 1. Create collision with side changer resulting in side equals 0 change it to 1 and vice versa. You may need to create a variable called side 2, because if you stand in the middle, your character may go crazy.

Go to step and set your sprites based on the side variable and do it for the jumping, crouching, and attacking variables as well. Test.

7. If it works, copy for each character and edit moving and jumping as you please.

8. I can't help you create moves because it varies from game to game, but you will need a lot of variables. Trust me. AI will require a lot of the dice event (that's what I call it) and sometimes timelines. Make a lot to prevent people from memorizing the attacks.

What are some ideas for a game to create in Game Maker?

IdeaYou control a starship and the plot revolves around pillaging planets to gain wealth and fame. This would work best in the style of a 2D shoot-'em-up game like Asteroids. :) Answer (Not Nornoc)Here's a good game idea: There is a big job for every town in the country. Make a computer game for each of them that includes the town's landmarks.

'Nother idea:

Survival game. Survive on an alien planet.

Extremely in-depthness recommended. I suggest a roguelike style.

How many people own Grand Theft Auto in the US?

This is a stupid questoin, but i think like 308646 ppl.

There is more but they pirated the game so how the **** shoud i know.

How do you make a Pokemon game in game maker 8?

i been using game maker since 2009 and i'm 100% sure that you can make a game like pokemon twighlight on game maker... but it requires time and effort because it is a big game:) i hope that helps:) i make videos about games on game maker in youtube... youtube.com/rcrgames but its in spanish sorry:)