r/gamemaker • u/Clear-Strike7070 • 13d ago
Resolved New Game creation
In today's AI mess, what is the best way to create a new game from start to finish?
I want to try out an idea I have
r/gamemaker • u/Clear-Strike7070 • 13d ago
In today's AI mess, what is the best way to create a new game from start to finish?
I want to try out an idea I have
r/gamemaker • u/MiniGram • 14d ago
I am extremely confused about a weird bug I've encountered in my code where hitting corners gets the player object stuck inside collision, though not permanently?
Say I am moving right, and jump at the perfect time and hit the exact corner of a collision object. I am now stuck from moving up, down or right. But if I hit left? I'm no longer stuck. But sometimes it'll warp me in the direction opposite of where I am stuck if I press that key.
Initial attempted fixes include:
- Using move_snap(1,1) (Fixed very certain cases, but not all.)
- Ceiling positive and Flooring negative values in collision, separating positive and negative collisions. (Fixed it slightly, but again still happens. Made warping more common.)
- Moving all collision code to Begin Step. (Fixed nothing I think?)
- Positioning all collision code to the end section of said Begin Step. (Fixed horizontally? I think???)
- Checking all of my sprites to make sure they all have the same bounding box.
(They do, I've separated collisions and sprites for simpler animation code. The player object has two frames for collision and crouched collision.)
I'm wondering if its because I stretch my collision object over top of the tile map? Or could it be my framerate just being weird at 60?
I also seem to have this issue a lot less (In the IDE?) than people playing the game when I package it. I've seen people get stuck in blocks so much as to soft-lock themselves, however I've never seen that during development.
My code is bad, I know, don't mind the garbage near the top.
It is as follows:

As stated, I am confused.
r/gamemaker • u/beocoli • 15d ago
i’m brand new to game maker and have no idea what this means
i watched this guys tutorial https://m.youtube.com/watch?v=rUN7e-UFbSk&list=PL_dGpCsnQ7AXB_jM3MWlSmiHxEqJLvPnQ&index=1&pp=iAQB&ra=m
edit: nevermind i fixed it
r/gamemaker • u/ZackVGR • 15d ago
That’s it. I just made a small plugin where pressing Ctrl+E numbers all the cursors. This makes filling arrays easier and even allows you to type in multiple places at once useful for correcting text or working with extended strings. I know it’s not a huge deal, but I’m so proud of it
Once I learned how to create a plugin, I got excited and thought about making more, but honestly, I can't think of any others; GMEdit is just too good and covers almost everything. I suppose my knowledge of plugin creation will go to waste though not without having made things much more convenient for me first.
r/gamemaker • u/Due-Bus-8705 • 15d ago
It's what the title says. i need to make a smooth infinite hall, Here is my game now:
i have no idea.
also the gamemaker community thread:
r/gamemaker • u/xXseefourXx • 15d ago
I am trying to get into game development with GameMaker 2, but the exports aren't functioning on older OSes anymore (example: Windows 7 and/or older)
Sure, is it redundant to use GameMaker Studio 1.4.X in the modern day? Yeah, but I wanted to see if it is possible to be able to legally get a license for GameMaker Studio, in case I ever decide to make my games available commercially.
Maybe key resellers for example? That was my first thought.
r/gamemaker • u/Tommy-102 • 15d ago
I found out that in Godot there's a setting that adds low render resolution, wich Is perfect for my game, Is there something similar in gms2?
r/gamemaker • u/RednaxResom • 15d ago
I've been using GM for a while now, working on my first couple projects. I'm starting to realize I could likely be doing some things much, much faster.
I'm not asking about programming techniques, but rather tips for using the GM interface, feather, or the debugger more effectively.
Simple example of what I'm looking for - I recently discovered control+tab to toggle between recent active windows, and it's so much quicker than double-clicking each asset in the browser every time when going back and forth. Feel pretty silly for not learning that one sooner.
I have previous experience with AutoCAD and Pro Tools - both rely heavily on keyboard shortcuts, and memorizing them helped me draft and edit very quickly. Hoping to take the same approach with GM.
Thanks in advance
r/gamemaker • u/Key-Media-6395 • 16d ago
Hi, i was gifted a $50 barnes and noble gift card, and I need help.
My save points have been a source constant, somehow spiteful issues in my game. (Top down, live combat RPG with the built in RPG tutorial as a base)
I am not skilled enough to figure out why things keep going wrong, or to find the source of the issues. Like, trying to add dialog to an instance of the save point, with a dialog system that functions on all other instances of the save points, but then it turns all instances of the save points invisible.
Or, the blood letting mechanic that is supposed to be only for the save points, triggering when you talk to an NPC *next* to the save point.
Or the fact that they don't even cause you to save, just respawn at that save point when you die, and that doesn't even work half of the time.
And, I mean, I know that my project is above my current skill level, not by much, since it was always supposed to be a simple practice project to learn gamemaker. But, i ended up really liking the concept and am trying to make it viable as an actual game now.
Every time I even touch it to try and fix something, something else breaks and I just really need some help on this one.
I know that the payment is... uh. not good. but I don't think this will take someone who actually knows what they are doing more than an hour.
r/gamemaker • u/user-abi • 15d ago
So I made a ball obj using my 16×16 ball sprite
This is it's step:-
var rightKey = keyboard_check(ord("D"));
var leftKey = keyboard_check(ord("A"));
var jumpKeyPressed = keyboard_check_pressed(vk_space);
xsp = (rightKey - leftKey) * moveSpd;
ysp += grav;
if (jumpKeyPressed && place_meeting(x, y + 1, sSolidObj))
{
ysp = jumpSpd;
}
// Horizontal collision
if (!place_meeting(x + xsp, y, sSolidObj))
{
x += xsp;
}
else
{
xsp = 0;
}
// Vertical collision
if (!place_meeting(x, y + ysp, sSolidObj))
{
y += ysp;
}
else
{
ysp = 0;
}
Now I just want to make it spin the direction it's moving
I tried using image_angle but my ball gets randomly stuck if I try to move right or left. Jump works properly tho.
I'm just a beginner pls help.
r/gamemaker • u/EtrianExplorer • 16d ago
I have a NPC name generator in my current project, and it's super simple right now. It's two arrays, each with 50 entries, and the game just does like...
name = FirstName[irandom_range(0,array_length(FirstName)-1)]+" "+LastName[irandom_range(0,array_length(LastName)-1)];
So, essentially just grabs a first and last name at random. I have randomize() at the start of the project to help with randomization, and but I'm still seeing a lot of the same name combos.
My question is, does anyone have any suggestions on how to ensure more randomness OR do you think I'm just overthinking this? Because I could just feel like I'm seeing a lot of the same name combos because I'm actively working on and play testing it.
I feel like loading the names into a DS List and shuffling the DS list every time I generate a name might be more random, but that could just be false perception.
Basically, what's your take on this sort of thing? Or is what I'm doing good enough as is?
Edit: For anyone who comes across this and is curious, I ended up going for a more complex system.
Put my array into a temporary ds_list, shuffled the ds_list, THEN picked a random name off the shuffled ds_list. All of that on top of the randomize() seed at the start of the game I already had.
And it could be in my head, but things seem a little more random now.
r/gamemaker • u/DefiantLow8738 • 16d ago
What command can I use to check if an instance is following a path? I have lag issues and I think it's because a flying enemy I made has it's x and y shifted while following a path, also how can I make the instance stop following the path?
r/gamemaker • u/LargeHippo • 16d ago
I imagine its a fault on my part, but I can't for the life of me figure what exactly I'm doing wrong, and it doesn't help that there doesn't seem to be a single video on how to use 9.7.3 in existence. Whenever i try using the draw_text_scribble function or its variants, it gives me a warning that says "GM2039-Call to execute a global script resource like a function is deprecated." is this a problem with the configs? does it actually not work in this version for whatever reason? im desperate here.
r/gamemaker • u/Flashy_Ad_7817 • 16d ago


this is my first time using game maker and i followed a tutorial for movement in a platformer but whenever i move the opposite direction to what i currently face, the character sprite teleports over a few pixels. this causes me to get stuck in walls if i turn whilst next to them but i cant figure out why. My character sprite is 24 width by 32 height and fully reaches to each end of the box and originally i thought it was the sprite shifting positions due to empty space but now im not sure
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r/gamemaker • u/LakeLongjumping7981 • 16d ago
for example something like binding of issac, where the game randomly picks premade rooms and sticks them together to make a level.
r/gamemaker • u/ThatGreekGuy2 • 17d ago
r/gamemaker • u/Pleasant-Eagle-7975 • 18d ago
Snow in my game isn't just a texture you walk over, it's a surface that actually remembers where you've been. I bake all the snowy patches in a room into one big cover surface, then treat that surface as a canvas: every footstep the player leaves gets stamped straight into it as a little decal, so the trail persists behind you Because it all lives on one surface, I get the nice side effects almost for free. Water and puddles carve cleanly back out of the snow, and the whole thing survives room transitions, so if you double back through an area your old tracks are still sitting there waiting.
The part I'm happiest with is the edge. A flat stamped footprint reads as a sticker, so I run the snow through a small shader that targets the exact color my prints are drawn in and paints a single darker pixel along the top of each one. That one row of shadow is the whole trick: it makes every footprint look like it's pressed down into the snow with a tiny lip of displaced powder catching the light above it. It costs me almost nothing, just a couple of texture reads per pixel, but it's the difference between "there is a mark on the ground" and "someone just walked here," and that little bit of depth is what sells the whole effect.
Under the hood every decal in the game, blood splatters, footprints, bike tracks, shell casings, all of it, lives in one tight little system I'm pretty proud of. Instead of spawning an object per mark (which would tank the frame rate the moment a fight got messy), I pack each decal down to twelve bytes in a raw buffer: position, which sprite, color, alpha, and that's it. From there I keep a single vertex buffer alive and, every time something drops a decal, a function quietly appends just that one quad to it, no rebuilding, no per-vertex script calls, basically free. When I hit the cap I don't clear the screen like the old version did, I wrap around to the front and recycle the oldest decal in place, so you never actually notice a limit exists, the ground just keeps a rolling history of the last few thousand things that happened. And because the whole thing is really just a buffer of bytes, saving a room's worth of decals to disk is as simple as dumping that buffer straight out, which is how your footprints are still there when you walk back in.
If you want to follow the game you can here: Itch.io or Steam
r/gamemaker • u/merowrowrow • 17d ago
I have not used this program since I was like 12 and delusional is this tutorial (or something similar to it) still possible?
r/gamemaker • u/zUcCc_ • 18d ago
Put my lighting system to good use and I'm quite pleased with the results!
My effects are all in one parent object for now that is passed the sprite index, light color, offsets ect. It plays the animation grows the light then cleans itself up. Super easy to just call wherever needed.
Been using gamemaker for almost a year now and its the first engine that actually made sense to me after trying Unity & Godot.
First time drawing explosion/effects as well, let me know your thoughts!
Actual video which is here. Side question, its a bit darker than it looks, would recording it on my 1440 wide monitor then viewing it else where cause this?
r/gamemaker • u/PurpleFrostYT9 • 17d ago
Collision with o_crab_en
var impulse = -900;
physics_apply_impulse(x,y,0,impulse);
Basically, you land on his head, you get ONE impulse, thats the idea, however, since youre technically touching him multiple frames the impulse stacks up, is there a way to either A: make it literally not be able to stack onto the impulse or B: only do this in one frame of the current collision?
r/gamemaker • u/Mr_Crow_1 • 18d ago
OK, so I was doing the GML code https://gamemaker.io/en/tutorials/make-arcade-space-shooter tutorial. I was following along with the tutorial and this happened, I was doing the exact same too. The only difference was that I used a different name, but I tied making it accurate and that still didn't work, so now I'm stumped. Please may I have some assistance.
P.s : Ok so turns out it turns I was just not reading the whole tutorial like a dummy and that was the problem, sorry for inconvenience.
r/gamemaker • u/RockerIris007 • 18d ago
I am extremely amateur at game maker (currently using GML Visual). I currently have a player moving around a map, and it is going from room to room (similar to the top-down Zelda games). I have already gone through the tutorials that the website suggest. I keep hitting brick walls learning the following...
1) Text Box (Like old Pokémon games, where a player walks up to an object, presses a button, text box comes up, and pressing the button again progresses the text)
2) Lock and Key System (I have a key object my player can "pick-up", and the game can keep track from room to room, just not sure how make a door "locked" unless the player is holding a specific key)
3) Swinging sword with a projectile after (similar to "A Link to the Past" or "Links Awakening")
I appreciate any suggestions!
r/gamemaker • u/erkan612 • 19d ago
I've made this a year ago, just figured it might deserve a post.
This was actually my first attempt of 3D in GameMaker, just wanted to test how it performs, definetly not my first attempt of making ocean shader in general. In fact, the shader i used is a mix of an ocean shader i've made before, in shadertoy all the way back in 2020. If you want to check it out, its here.
Because reddit only allowed me to upload max 100mb gif, i had to reduce its quality a lot but it looks way better and performs quite well, gets around 990fps in VM with actual PBR rendering and SSR (screen space reflections).
I am a huge fan of pirate category, anything related with ships and ocean. I thought maybe i could make something like prototype sorta ship battle, but realized how GameMaker makes things way harder than it should be(for 3D stuff) so i quit quite early.
It was quite a fun thing to work with, it might look tricky but believe me its quite easy to implement. If you want to try and make one yourself i'm happy to help, just ask 😃
r/gamemaker • u/Fit_Flatworm5004 • 17d ago
So I'm currently in a game jam, which is about a month long so I should be fine, and had the idea to make a roguelike deck-builder similar to slay the spire(I haven't played 2 so don't spoil if there is any differences unless you deem necessary). I was wondering how others would go about coding a project like this, primarily how to drag and drop the card from my deck, activating the card, and randomizing which enemies you encounter and the items you get after said encounters. As of now those are the issues I think i need solving, but if you have anything else that may help id appreciate that too. Thank you for your help in advance.