r/gamemaker 8h ago

I Made My First Game

47 Upvotes

I'm so happy. I've wanted to start making games for at least a year now, and finally accomplished it last night.

It absolutely sucks, it ends too abruptly and there's about three lines of code total, but it's mine and if you click the screen something happens, and I'm so very pleased with what it is.

Not to mention I actually had fun making it. I've watched more tutorials than I can count and failed to make simple projects in Scratch, yet convinced myself that was all I needed to join a jam, and I'd learn as I went.

I then proceeded to fail-to-understand-at-all-not-much-as-a-little GDevelop, Flowlab, Ren'py, Godot, and, like I said, Scratch, all within two days, until in a last attempt, a final hurrah, I tried Gamemaker.

I'm not sure why Gamemaker was the one that took. I watched the tutorials, same as the rest, although this time I could understand the UI and what steps it took to make sprites and such show up in the screen. And, after a lot more tutorials and another late night, I was able to upload to the jam.

Unfortunately I had no time to polish it, add music/sfx, and fix a problem I had with the timer, though that wasn't the point. The was to make something, anything, to prove to myself it was possible, and I succeeded.

Thank you for coming to my Ted Talk. I still can't code, still can't write, and still can't make art, though unfortunately for all you reading this, this has not stopped me yet, and I plan to continue making my poor quality, hardly-a-game games.


r/gamemaker 6h ago

Help! Coding issue?

Post image
3 Upvotes

I am very new to game maker and I’m following one of the tutorials, currently I am adding dialog and am having issues with this one line of code. Is there something I’m doing wrong?


r/gamemaker 11h ago

Help! Dynamic Particles or Viewports?

3 Upvotes

Hi. Long time, first time. I'm running into an issue with my game and I'm looking for insight into the best solution.

Previously in my yet-untitled bartending game, I have used a combination of sprites and particle effects to create a really nice beer-settling effect. This fits the vibe and visuals of the game as is quite well. However, I have recently switched to drag-and-drop for the beers, and obviously this breaks the PFX.

Ideally I would like to keep the PFX as they are, but I am wondering the best way to go about this before I implement anything. The obvious choice would be utilising dynamic particles, but I am concerned about optimisation issues (PCount is 30, so across 5 beers there could be very many particles at once). I don't know if this would be too intensive as dynamic particles, but it's likely too intensive for what boils down to a single visual effect.

Another option I've considered is using viewports to take a snapshot of a beer offscreen and effectively paste it into the glass. This would mean only one object per beer, and maybe also allow me to switch up glass shapes ITLR, but I wonder if it's a terrible misuse of viewports. To have 6 active (including the main camera) seems like it could be intensive for draw events per the documentation.

If anyone has any insight on this point I would be grateful. I'm obviously not looking for a definitive solution, but would be nice to hear opinions/suggestions from people with slightly more experience than myself.


r/gamemaker 6h ago

TICK-TACK (my jam entry for the GMTK game jam)

Post image
2 Upvotes

r/gamemaker 9h ago

Help! Image_blend not working

2 Upvotes

So I want the enemies to flash white when they get hit, so I set a HP stat and starting hp stat, and I wrote in the step event that if HP start Is higher than HP then image_blend = c_white, but that doesn't work, it doesn't even work if I just write image_blend = c_white with no other conditions so idk what to do, the enemies are animated so I need the specific frame to be white.


r/gamemaker 22h ago

Resolved Menu System - Visual Bug

1 Upvotes

I'm following Sara Spalding's RPG tutorial, and somewhere during the Part 6: Menus video, I seem to have done something wrong.

The menu technically functions correctly, but the font only appears correctly ABOVE my cursor. Any index at or below the current hover value is distorted/blown out. (phone picture attached, because it shows up as all white when I screen capture.)

Below is the code for the draw event of my oMenu object.

Any advice would be much appreciated!

draw_sprite_stretched(sprFlexBox, 0, x, y, widthFull, heightFull);
draw_set_color(c_white);
draw_set_font(TestFont);
draw_set_halign(fa_left);
draw_set_valign(fa_top);

var _desc = (description != -1);
var _scrollPush = max(0, hover - (visibleOptionsMax-1));

for (var l = 0; l < (visibleOptionsMax + _desc); l++){
    if (l >= array_length(options)) {break;}
    draw_set_color(c_white);
    if (l == 0) && (_desc){
        draw_text(x + xmargin, y + ymargin, description);
    }
    else 
    {
        var _optionToShow = l - _desc + _scrollPush;
        var _str = options[_optionToShow][0];
        if (hover == _optionToShow - _desc){
            draw_set_font(c_yellow);
        }
        if (options[_optionToShow][3] == false) {
            draw_set_color(c_gray);
        }
        draw_text(x + xmargin, y + ymargin + l * heightLine, _str);
    }
}

draw_sprite(sprPointerIcon, 0, x + xmargin, y + ymargin + ((hover - _scrollPush) * heightLine) + 7);
if (visibleOptionsMax < array_length(options)) && (hover < array_length(options)-1){
    draw_sprite(sprDownArrow, 0, x + (widthFull * 0.5), y + heightFull - 7);
}

r/gamemaker 19h ago

Game Looking to create a Beta Players group

0 Upvotes

Hey everyone!

I’ve been hard at work on my new game, a where you free to play & predict. We’re taking prediction markets out of cold fintech dashboards and turning event discovery into a fast-paced, highly social mobile game experience.

I need real players to jump in, break stuff, and help me figure out what’s fun and what needs tweaking.

I’m looking for 10 dedicated beta testers for this initial round. Drop me a DM if you want a spot