Game maker studio 2 tutorials
Image_xscale: horizontal scaling of the sprite, default: 1 Image_angle: the rotation of the sprite (in degrees), default: 0 Hspeed: horizontal speed (in pixels/step) Speed: speed of the instance (in pixels per step)ĭirection: the direction the instance moves towards (in degrees), default: 0 Y: vertical location of the instance inside the room (in pixels) Here are a few important examples… x: horizontal location of the instance inside the room (in pixels) They can also be known as properties of an instance. These are the built-in variables which are unique to each instance. There are also some built-in variables which mean something special in GameMaker. prefix every time you want to use this variable. This way you don’t have to initialize it with the globalvar keyword but have to use the global. Once the variable has been initialized with the globalvar keyword, it can be used by any instance present in the room. Initializing with the globalvar keyword… globalvar price There are two ways of creating such variables: These are variables which can be accessed by all the objects in your game – hence the name “global”. These kinds of variables can be accessed inside all the events of the object/instance it was initialized in after it has been initialized. These are normal variables which are initialized by assigning a value. If you try to use it without initializing it in another event, it would return an error as it doesn’t exist there.
GAME MAKER STUDIO 2 TUTORIALS CODE
Suppose the event this code was in were the Step event then the variable could only be used inside the Step event. This initializes a local variable called price. They can only be used inside that event only, unless initialized again. They are discarded when the event they were initialized in ends. These variables are the ones initialized with the var keyword. Here, c would store 9 because of the expression a + b (which means 4 + 5 as a is 4 and b is 5). You can also use variables in mathematical expressions… a = 4 There are many ways of assigning a value… price = 4 * 5
GAME MAKER STUDIO 2 TUTORIALS FREE
So feel free to skip it and focus on the main code. Side note: It is not required in GML to put a semicolon ( ) after each statement. If the variable has already been initialized before, this serves to change its value to 20. Here we have initialized a variable named price which contains 20 as a value. It’s up to you what you want to name your variables and what you want to store inside them. For example, a variable named player_health may contain 100, or a variable named player_name may contain the player’s name (“Peter”, “Lindsey”, etc.). Variables are containers that contain some value/information. That event will only run when the instance running the code collides with any instance of the object specified while creating the collision event. While adding a collision event, you can select an object to create the event. So if I set Alarm 0 to 60 in the Create event, the code inside the Alarm 0 event will run after 60 steps. AlarmsĪlarm events run after you set them. The Draw event overrides the default draw of the instance, meaning your instance won’t be drawn unless you use draw_self(). For example, functions like draw_sprite, which is used to draw a sprite at a location, or draw_rectangle, which is used to draw a rectangle, only work in the Draw event.
This event is used to execute the draw codes. This is used for things you want to keep on happening. The most important and the most used event – the Step event runs every step – if your game/room speed is set to 30, a Step event will run 30 times in a second. Here you can initialize most of the stuff related to your instance.
Here’s a quick introduction to the events we’ll be using the most: CreateĬode inside the Create event is executed only once: when the instance running the code is first created. There are a lot of events to choose from in GameMaker. You put code inside an event, and when that code runs depends on the type of event you put it in. Kudos if you can read it all in one go!Ĭlick here to read the Russian translation of this guide, by Artem Darkov. After this tutorial, you’ll be able to use GML to build your own games effectively!īookmark this page now ( Press CTRL + D) as this guide is quite long and you will need to close it and come back later. It will introduce you to the basics of programming and how GML works. Welcome! This tutorial is aimed at beginners who have little to no experience in GML or programming in general.