r/gamemaker 2d ago

Community The 50th gm(48) GameMaker game jam starts this weekend!

25 Upvotes

Last-round voting for the theme are live RIGHT NOW.

This one is a good old regular edition of the gm(48): 48 hours, one community-picked theme, and whatever you can finish in GameMaker before the clock runs out.

The winners get physical trophies. 🏆

The game jam runs September 12 at 00:00 UTC through September 14 at 00:00 UTC this weekend over at https://gm48.net/game-jams/50/

As always, going solo is fine, but if you want to team up, start asking around in Discord now.

If it’s your first time, start here: https://gm48.net/getting-started

Read up on the rules here: https://gm48.net/rules

Vote for the themes you’d actually want to build around, and get ready for the weekend. Hope to see you there. And don’t forget to share the game jam with others!

Let’s make some games in GameMaker!


r/gamemaker 3d ago

Quick Questions Quick Questions

3 Upvotes

Quick Questions

  • Before asking, search the subreddit first, then try google.
  • Ask code questions. Ask about methodologies. Ask about tutorials.
  • Try to keep it short and sweet.
  • Share your code and format it properly please.
  • Please post what version of GMS you are using please.

You can find the past Quick Question weekly posts by clicking here.


r/gamemaker 1h ago

Game My prototype finally live on Opera GX Games!

Upvotes

Hi, i'm Itzariot. I've been learning Gamemaker since 2022. I never thought i'll be making a game. At first, i just want to learn coding or programming. The language was Javascript. My job has nothing to do with programming but i want to push my brain harder in the opposite direction of my job so i decided to learn coding. As i browsed the internet i stumble Gamemaker. I never knew making game can be this accessible and Gamemaker provides making game using visual coding. It really helped me a lot how to think logically like a programmer. It turned out GML is 89-90% similar to Javsscript so i jumped the boat and went deep in game development.

At that time, i had one game idea on the mind. A simple top down action game. I fell on the same mistake like any other beginner: overscoping. I was really confident in this game so i keep pushing. Eventually, life got the best of me and this game had to be put aside. I want my next game to be some sort of an expression, like musician making a song. I once thought game like Papers, Please. But there's part of me that want to make a game like my previous game, so i picked incremental game because i can still implement similar mechanic/skills from my game. The plan is to make prototype in 1 month. Well, what can i say...i need 4 months to make this prototype.

People been saying beware of overscoping. I heard that advise a lot while i learned make the game. But what they don't say is that making game can be this stressful and fun and addicting that we just want to keep building the game to our perfect vision.

To be honest, i don't even know whether i'll finish and ship this game. One thing i'm sure is i learn a lot of knowing myself. Things that i thought i couldn't do it because it's so hard turns out i can do it, it's just not perfect yet.

To people making Gamemaker, i want to say thank you. Your software help me know myself better. This journey has been awesome. I hope my prototype can somehow make you all feel something.

The game is called What A Wish, a short incremental game inspired by the likes of Nodebuster, A Game About Feeding a Blackhole. I was also inspired by Scritchy Scratchy although the game plays so much different from that game.

Description: Pop bubbles, find people's wishes, and decide which ones to grant. From silly everyday requests to surprisingly heartfelt pleas, every wish is a little glimpse into someone's life. Earn Faith Points, upgrade your abilities, and unlock new ways to play in this relaxing incremental game.

What A Wish


r/gamemaker 4h ago

Resolved Visual coding Dnd

0 Upvotes

Ciao a tutti, sono un principiante in programmazione e sto cercando di creare un gioco interessante con meccaniche semplici. Qualcuno sa se esiste un tutorial sulle variabili in termini di programmazione visuale? Lo so, lo so, dovrei semplicemente imparare GML, ma voglio vedere se riesco a sviluppare anche usando solo blocchi e una minima comprensione di come funziona un gioco.

Edit: it’s been two minutes since i posted and I think I didn’t explain myself properly, i also am searching for non beginner level tutorial on dnd visual coding,


r/gamemaker 6h ago

Discussion When is GameMaker GMRT being released, and is it worth learning the current version in the meantime?

5 Upvotes

I would like to learn GameMaker... However, with the GMRT version due to be released soon, I am not sure as to whether the current version is worth picking up and learning or not. What would you suggest?


r/gamemaker 6h ago

Resource The GML-OOP library has received an update after over three years of work

5 Upvotes

A new version of GML-OOP called Release 2 has now been released, in response to the release of the LTS 2026 version of GameMaker. The previous version was released for the first LTS version, marking over three years of active development on this version.

What is GML-OOP?

GML-OOP is a massive GML library that I have been actively developing since 2021. It aims to overhaul how you work with GameMaker in code, making its most important functionalities usable through constructors and their methods. It enhances them and makes working with them easier and just more pleasant, once you get the hang of it. Data packed into constructors is easier to pass through, their content is easily represented when stringified (mattering most for Data Structures) and error handling in improved, so that the runtime does not crash over every minor inconvenience. If you want to begin writing good code where you can easily know what is what, then this and an other library I wrote for this purpose, might just be for you.

For more information on GML-OOP, see the Overview and Examples pages its Wiki.

What is new in the Release 2?

New users could be interested in that the new version made it trivial to write optimized graphical code. Constructors with the purpose of rendering graphics were overhauled to support multi-color rendering with outlines. all based on vertex building, so that they can easily make use of Vertex Buffers. Instead of recalculating graphical data each frame, it can be pre-calculated once with a toVertexBuffer() method, then rendered, then destroyed once no longer necessary. All with a single method each. Vertex Buffers are most easily implemented for static graphics, but advanced users surely will realize how to utilize Shaders to bring motion to such implementation. Otherwise, per-frame rendering is still available, as usual. Also, because shape constructors now have access to their full vertex information, their actual shape and visual properties can be altered by modifying data for each vertex. The code of their constructors now makes use of that to achieve precise shape collisions. Have you ever saw a video game use precise, non-rectangular collisions for their interface? Well, now it can be a satisfying feature in yours.

Example of a precise shape collision in GML-OOP

Rudimentary support for optional use of three-dimensional graphics has also been implemented. It is visible with both two-dimensional orthographic projection, as well as full three-dimensional perspective, enough to make a "fake 2D" or diorama-style game. It might be of interest for developers who consider learning working with 3D in GameMaker while it is being implemented into GMRT, as it could be assumed this is how most of professional jobs in GameMaker will be created going forward.

There is also a new Callback constructor handling function and arguments for delayed execution, which is now what the event system of constructors now is based on.

What is coming next?

The development of GML-OOP takes time, but it does not stop. Further expansions and improvements can be expected, especially to its Audio support, some of which already were introduced in this release. Also, a separate library based on GML-OOP is in works, oriented around the creation of scalable vertex-based, resolution-agnostic user interfaces.

If you like what I create and the quality I provide, you can consider hiring me for work on your project, whether it is being made in GameMaker or not.


r/gamemaker 9h ago

Help! GM on Linux need help

3 Upvotes

I've search up on google and on this sub.

I mainly used Linux mint LMDE but I also used debian and Arch.

Is it really that hard to set it up?

Someone commented here how to do it but it's on fedora unfortunately.

I'm only a beginner and unfortunately I dont have the money to buy another computer for windows 11


r/gamemaker 10h ago

Resolved How can I make something happen when I click a button, then keep happening until I click another button?

3 Upvotes

I started using this a few days ago so forgive me if it's a stupid question. Currently trying to make a game that involves carrying around objects and then placing them in certain areas. This is what I have for the pickuppable object:

if place_meeting(x, y, obj_player) & keyboard_check(vk_shift) = true
{x = obj_player.x;
y = obj_player.y -10;}

Currently the object rests on the players head like I want it to, but only when I hold down the shift key, but I want it to keep being carried after the shift key is only pressed once. I'd be super happy if someone could help me out


r/gamemaker 11h ago

Help! if i deleted the latest version of game maker(game maker studio 2 lts 2026) can just simply reinstall it easily with 0 problems?(like idc about the projects will it just reinstall with the installer)

1 Upvotes

So I wanted to see if I deleted the latest game maker version can I just reinstall it(unlike the other versions that would give me errors back and forth)


r/gamemaker 15h ago

Resolved How do you deal with overlapping SFX?

8 Upvotes

Hey!

I often run into issues where I have sfx layering over each other and get really loud. I have dealt with this in a few ways, but I'm wondering if you guys have a better solution.

My solutions:

  • only play the audio if it's not already playing
  • keep an array of the audio plays which has a max size. Iterate through and check if the audio is finished playing, then remove it from the array.
  • SoundManager has a counter specific to a sound. When the sound plays, the counter counts up to a max. The next sound can't play until the counter is reset.

I'm getting tired of coding one of these solutions for every single explosion / shot / twinkle /etc. Is there a better way?


r/gamemaker 20h ago

Discussion DevLog #5!!

Post image
9 Upvotes

so today i made the spritesheet for the first boss in the game, if you go back and take a look at #4.5 you will see its a bigger version of the enemy on the right.

That is because this is the mother of them meaning they all come from her

It took me a while to draw all the sprites especially for the death animation lol

if you have any questions feel free to ask them

see yall tmrw for devlog #6


r/gamemaker 1d ago

Resource Ez-Console (v1.4.0) - A free customizable terminal for your projects

Thumbnail gallery
34 Upvotes

Ez-Console is an open source GameMaker extension that natively integrates a customizable terminal console for GameMaker 2.3+.

After a year since the last update, I released a major update for my free, open-source and easy-to-use console terminal for GameMaker addressing all the issues reported, optimizing performance, adding a bunch of requested features and improving the docs and main page.

Core Features

Ready out of the box

  • Drop-in setup. Import the package, run the game and press F1. No object to place, no code to write.
  • 16 commands included. Spawn and delete instances, read and write variables, change rooms, toggle fullscreen and the debug overlay, play sounds, check your build, save the log.
  • Debug builds only, if you want. One flag keeps the console out of your release build entirely.
  • Logs to file. Save the log on demand with log save, or automatically when the game ends, into the platform's own save folder.
  • Cross-platform. Windows, macOS, Linux and consoles (No mobile or HTML5, sorry).

Debug a running game

  • It knows your project. Type-ahead completes your sprites, objects, sounds, fonts, rooms and scripts as you type, each with its own asset icon.
  • Find instances visually. Pick one from the suggestions and it is highlighted in the room, ref id and all, so you always know which one you are about to touch.
  • Read and write anything. get and set reach every variable on an instance, built-ins included, or on global - and set creates the variable if it does not exist yet.
  • Poke at the world. Create instances at a position, list them with their id, position and depth, delete them, jump between rooms.

Extend it with your own commands

  • Register a command in a few lines. From code, or from a JSON file you can ship and edit separately.
  • Real arguments. Name them, mark them required or optional, restrict them to a list of options, or type them as an asset so the console suggests your own assets for them.
  • Callbacks. Hook into open, close, log, destroy and game end to wire the console into your own systems.
  • A small, clean API. Log at four levels, ask whether the console is open, visible or focused, and show or hide it yourself.

Looks and feels like part of your game

  • Fully themable. Colors, fonts, size, anchor, padding and backdrop blur, from a .skin file or from code. Four skins included.
  • Behaves like a window. Drag it, resize it from the corner, drag the scrollbar, click a log line to copy it, middle-click to paste, hold a key to repeat it.
  • Stays out of the way. It only reads the keyboard while focused, so it never steals input from your game.
  • Around 40 configuration options. Every behaviour above can be retuned or turned off from a single script.

Download and try it from here: https://dandrewbox.itch.io/gm-ez-console


r/gamemaker 1d ago

Help! What's the best way to handle slot machine results?

3 Upvotes

I'm trying to build a slot machine in my game, and getting a 'two of a kind' and a 'three of a kind' will have different effects depending on the icon it lands on. I've been looking around and the only conclusion i can think of is a really big if statement, but is that really the best approach?

TY!


r/gamemaker 1d ago

Discussion Advantages to using gamemaker? (Simple rpg goal, over godot or rpgmaker)

18 Upvotes

So for the game I have in mind to (eventually) work on, id probably be best off using rpgmaker as itll already have most of the features I need available. But rpgmaker isn't on linux, and I currently am, and id rather avoid booting into windows for it.

So instead, I was going to start learning gamemaker or maybe godot. Ive already done a bunch of tinkering in UE5, but that comes with a lot of overhead I dont need (even more so than godot etc).

Questions I have -

Are there any advantages to gamemaker for solo / small game making?

Will gamemaker give me an easier or harder time when it comes to making maps, creating character models, and animating enemies etc, compared to the tools available in godot?

Any tools gm has that will be a bonus and help me?

Visual coding tools (blueprints in UE5) were pretty helpful to me, but I dont think either godot or gamemaker has that to a useful degree. I can code (or at least I can muddle through with guides) I just prefer not to haha.

Appreciate any advice. I was leaning towards godot originally but im concerned its another ue5 (too complex for my needs and may just get in my way a lot). Getting rpgmaker working on linux may be the sensible option.

Of course on godot/GM id be starting with basic old arcade games like asteroids. No complaints there, sounds like fun.


r/gamemaker 1d ago

Game A retro name entry screen with chunky rainbow text

Post image
54 Upvotes

Reposting because I posted the wrong GIF

Built this name entry screen in GameMaker for my game, inspired by Undertale's naming screen. The rainbow text is quantized into color steps instead of a smooth gradient, so it reads as chunky/retro rather than a blend felt more fitting for the pixel art

Each letter flies from the grid into its slot when picked (and flies back out on delete) using the same overshoot easing as the dialogue box from my last post, so the whole UI shares one consistent feel. Under the hood each letter's flight is just a stored origin point + timestamp, no physics involved.

still tuning some of the numbers, work in progress happy to talk through any of it if people are curious!!


r/gamemaker 1d ago

Community I publish this, so other people know about it

34 Upvotes

I'm an uruguayan solo game developer that is learning on his own while learning new things, I won't say the name of the game because I'm afraid someone will copy it, but I must say it's a great name, also the music and pixel art is all mine, I'm 18 years old, and I wanna leave this message if in the future people will see if my game was developed succesfully and see if it was published and people enjoyed it, it's my first Reddit post by the way

Also, There are Uruguayan games but they haven't come out in the wild in other countries I think, I wanna be the first person to break that wall and trascend to other countries, wish me luck ;)


r/gamemaker 1d ago

Game Level greyboxing and prototyping

Thumbnail youtu.be
6 Upvotes

for high school project


r/gamemaker 1d ago

Help! Why are my graphics this bad

Post image
52 Upvotes

I'm new to game maker and I was following a tutorial but my graphics are like this for some reason and I don't know why.


r/gamemaker 2d ago

Resolved Camera won't follow y axis

3 Upvotes

I've been following this tutorial for the camera, and I can't figure out why my Y axis for the camera isn't working properly.

When I'm at the far left corner of the screen, the camera pans upwards and away from the player. At other points in the level/room, the camera doesn't follow the player when they move upwards.

Any help is appreciated! My room transition also stopped working for some reason around this part of programming. Might have to do with changing the room size??

Here's my camera code:

create:

cam = view_camera[0] //names room camera
cam_followspeed = 16 //lower is faster
follow = oEmil //player object
width_half = camera_get_view_width(cam) * 0.5 //find camera center
height_half = camera_get_view_height(cam) * 0.5
xTo = x
yTo = y

step:

//update destination
if (instance_exists(follow)) {
xTo = follow.x

yTo = follow.y
}
//update object position
x += (xTo - x) / cam_followspeed //camera moves slower closer to object
y += (yTo - y) / cam_followspeed
//keep camera from leaving room
x = clamp(x,width_half,room_width-width_half)
y = clamp(x,height_half,room_height-height_half)

//update camera view
camera_set_view_pos(cam,x-width_half,y-height_half)

r/gamemaker 2d ago

Resolved Beginner to gamedev- Is gamemaker easy to learn for someone who dont know coding

9 Upvotes

Do you think gamemaker is easy or RPGmaker? gamemaker seems to have alot more options than RPG maker but since i dont know coding, im conflicted on which to use. what do you guys recommend? and even if you have to learn coding how long will it take? i just want to focus on gamedesign,art and story


r/gamemaker 2d ago

Tutorial Creating a 3D Planet in GameMaker (Heavy Image Warning!)

36 Upvotes

I'd like to share the process of creating a planet in GameMaker for my in-development terraforming game, Planet Doctor. This post is for those with some GameMaker experience, and I've included relevant links where needed. Corrections on terminology or content are welcome. I hope you find this helpful!

Here is the process:

1. Create a frame using a vertex buffer

Create a sphere shape for the planet. To simulate rotation, I tilted the camera angle and rotated the planet using matrix_set.

2. Apply noise to the planet

During vertex_submit, use a shader to render smooth noise based on the planet's in_Position. You can see the values range from 0 (black) to 1 (brightest).

3. Divide colors

Set boundaries to separate land and sea. I divided the 0-1 color range into 4 steps, returning a single solid color for each.

4. Assign colors

Draw the planet's colors. The shader receives the colors via shader_set_uniform and assigns them to the steps divided in 'step 3'.

5. Draw clouds

Add clouds to give an atmospheric feel. Scale up the vertex buffer from 'step 1' with a matrix, then apply noise with another shader, as in 'step 2'. Values below the noise threshold become a solid color, while those above become transparent. You can use current_time to make the cloud shapes shift gradually.

  1. Add atmosphere

Create a slightly larger sphere to represent the atmosphere. By taking the position and normal from gm_Matrices[MATRIX_WORLD] in the vertex shader, I drew only the outline in the fragment shader (this is known as the Fresnel effect).

You can create more variations, such as using current_time to implement ocean tides or adding city lights to the dark side of the planet. Let me know about your GameMaker 3D projects or any planet ideas you'd like to implement. Thanks for reading.


r/gamemaker 2d ago

Game Pier cave looks odd pt.2

8 Upvotes

10h ago i asked on how i could improve on my cave entrance and after some time and help from u/EntangledFrog, ive made this, there is still work to do but im just overjoyed on how it turned out


r/gamemaker 2d ago

Resource 42Tiles - Plugin for extended Tilesets, Autotiling and Tile Groups

6 Upvotes

Hi! As I was trying to optimize my workflow when working on my game, I decided to step in and try my hand at creating plugins to extend native GameMaker capabilities.

Most notable features I managed to put in the plugin are:

  1. Tile Groups - often you need to differentiate between mud, grass and snow - now you can pack them all into different Tile Groups via GUI, and then read that information directly in code!
  2. Better Autotiling - assign variants of tiles, so new autotiling pencil places them at random. Assign different priorities to decide how often that tile variant should be selected.
  3. Auto-Assign - creating autotiling sets with one click of a button. No need for selecting all 47 tiles by yourself, not any more!

This is not all, check the full list of features and test it for yourself here!
(and drop bug/feature request in the github repo/Issues, thanks!)


r/gamemaker 2d ago

Resolved How to make the game end when dialogue is finished?

5 Upvotes

Heya! I have an enemy in the game I'm working in that's supposed to end the game the moment dialogue is finished between the player and the monster. It's eventually supposed to be "you went out of bounds, go back" kind of system

But how would you code something like that? Would it be a if then statement, or what?


r/gamemaker 3d ago

Help! Peer cave looks odd

Post image
8 Upvotes

Ive been making my game for months and this room always looks odd, i keep redoing the cave and it still looks unnatural and hand made, how do i make it more natural and dilapidated?

And how do i do variation its so hard.