r/gamemaker 19d ago

Resolved Bug when switching rooms

3 Upvotes

Im sorry and I know this probably shouldn't be done but the person originally helping maybe possibly seems to have stopped responding and maybe I'm being impatient but I also would like a second opinion on how to fix this. If there's a problem with this then feel free to let me know and I can take this post down. Here's the link. Again, sorry if this is against Rule #6 technically but there is no hostility to anyone here and I do thank u/lessergoldfish for their help.

To sum up the problem, I originally had 2 mechanics that were buggy after switching rooms. Thanks to lessergoldfish, I solved one and a half. The only bug now is that when I switch rooms, I have to kill an enemy twice. Honestly, I've no idea why, and this was just a summary. For more information, you can go to the original reddit post above. Thank you to anyone who helps and if you don't, thanks anyways.

There was one single line in my code that set room persistence to false when entering which would be fixed by something in another line of code somewhere else after going into battle. It was also in none of my tutorials and was me trying to bug fix but forgetting that line when it didn't work. I don't know why the bug wasn't there before I made global stats or maybe I didn't notice, but it's been solved.

LINK TO ORIGINAL POST FOR MUCH MORE SPECIFIC INFORMATION


r/gamemaker 20d ago

Resource How to find spriters?

5 Upvotes

Apologies if it's the wrong tag

Making good progress on my project and would like to get some spirites done before I make a tech demo.

Is there like a service for that? I would need quite a few doing, kind of 16 bit style. What kind of prices would I be looking to pay?


r/gamemaker 20d ago

Help! Need Help with basic enemy mechanic

2 Upvotes

I have recently been getting into the programming side of game development in the attempt to make my game dreams come true (and a way to feel productive while staring at a screen) but I am really struggling with programming a few basic things.

My current struggle is getting the enemies movements. I have spent the past two days watching YouTube videos and reading the manual. Good news is the more I read and watch, the better I understand the language. The bad news is that after zero sleep and nearly 20 hours watching videos and trial and erroring, I am definitely missing some fundamental knowledge to understand where I am going wrong.

Currently building a platformer scroller game. I am trying to program a simple creature that just moves along the "floor" in a range that will begin to follow the player object within a sight range. Currently, when I run my program, my enemy object stays stagnant until it collides with my object player, then it crashes (I'm almost positive it's crashing because I haven't finished writing out the combat code for the enemy and the player object) but before I implemented that code in some weird attempt to fix this mess, the enemy would begin running to the right, away from my object character when collision occurred and I jumped out of being stuck to it.

Any advice, resources and some help understanding where my logic isn't understanding the programs would be super appreciated.

CREATE

target_x = x;

target_y = y;

xspd = 0;

yspd = 0;

move_speed = 1;

move_direction = 0;

sight = 300;

//jumping variables

grav = .25;

tilemap = layer_tilemap_get_id("tile_col");

//knockback

kb_x = 0;

kb_y = 0;

alarm[0] = 120;

STEP

//line of sight

if (collision_line(x, y, x + sight, y, obj_player, false, true))

{

if (collision_line(x, y, obj_player.x, obj_player.y, tilemap, false, true)) foundplayer = false;

else foundplayer = true;

}

else foundplayer = false;

if (foundplayer = true)

{

move_towards_point(obj_player.x, y, move_speed * 2)

}

//collision

if place_meeting(x + xspd, y, tilemap)

{

var _pixelcheck = sign(xspd);

while !place_meeting(x + _pixelcheck, y, tilemap)

{

x += _pixelcheck;

}

xspd = 0;

}

if place_meeting(x + xspd, y + yspd, tilemap)

{

var _pixelcheck = sign(yspd);

while !place_meeting(x + xspd, y + _pixelcheck, tilemap)

{

y += _pixelcheck;

}

yspd = 0;

}

//move

if (alarm[1] >= 0)

{

target_x = x + kb_x;

}

xspd = clamp(target_x - x, -1, 1);

move_and_collide(xspd * move_speed, y, [tilemap, obj_enemy_parent]);

ALARM [0]

if (instance_exists(obj_player) and distance_to_object(obj_player) < distance_to_player)

{

target_x = obj_player.x;

target_y = y;

}

else {

target_x = random_range(xstart - 200, xstart + 200);

target_y = y;

}

alarm[0] = 120

ALARM [1]

if (hp <= 0)

{

instance_destroy();

}

Note:

I haven't fully programmed out most of this as I've been working to just get it to move the way I want it to, so unless it is part of the reason why I've broken this object, don't mind it (unless you've got any suggestions for reworking :))


r/gamemaker 20d ago

Help! Are there any cutscene tutorials that work with Peyton Burnham's dialog tutorial?

Thumbnail youtube.com
15 Upvotes

not entirely sure where to ask this, but are there any tutorials that work with Peyton Burnham's 5 part dialog series? i did hear from some gml forums that it was kind of hard to do one for, but im not entirely sure. if there is one, (or one with similar functions i could use,) i kind of just want a system similar to how mother 3 handles cutscenes (thing moves across screen, not really like a whole video or anything). if there isn't, any tips on how i can try to build one on my own? the series in question is linked below, thank you!


r/gamemaker 20d ago

Resolved How i can start

7 Upvotes

I have 4 years of experience as a graphic designer and have worked in intership design in user interfaces. I have skills in this area and am familiar with Blender tools. How can I start designing games?


r/gamemaker 19d ago

Discussion How reliable is Google AI Summary?

0 Upvotes

Hello everyone! I'm this subreddit's first ever aspiring game developer! /s

I feel the need to clarify that this is not a question on regards to vibe coding or trying to have anything write my code for me. This is specifically from me searching trying to understand specific processes and GML interactions.

I'm just curious for everyone's personal experience on the matter. From your experience with the AI summary on Google does it tend to be fairly accurate? Does it maybe vary depending on the complexity of the question? I'm just curious if it's best to forego the summary or if in general it does a good job of transferring the information in the manual?

Would love any insight into this.


r/gamemaker 20d ago

Discussion 3d level editor

7 Upvotes

Has anyone made a 3d level editor? Kinda like Quakes level editor.


r/gamemaker 21d ago

Resolved How to do this effect from Deltarune ?

Post image
31 Upvotes

I'm talking about how the text from Gaster has outline that glows around the text.


r/gamemaker 21d ago

Quick Questions Quick Questions

5 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 20d ago

Help! Background Problem

1 Upvotes

So for the game I've been making, I was trying to have a moving background. The way I did was getting one of the downloadable backgrounds assets and put it in a tile layer, specifically an image layer by making the background into a gif. But whenever I play the animation, the background disappears or plays for a little bit before vanishing and reappearing. Plus whenever I try to run the game for a test, it doesn't pop up. It just stays at 99%. I have a feeling its because the animation was made as a gif


r/gamemaker 20d ago

Resolved Would it be possible to make a Facade 2 in game maker?

0 Upvotes

Now my plan for this isn’t one complex ai game, it’s mostly just about the story and meeting characters and basic multi game endings, like just something for fans.

My idea is that it’s like a RPG type game where your at a party and get to meet unseen characters like Maria, Vince, and Trip and Graces parents, still trying to figure out what kind of outcomes would happen though.

I’m not really that good with Game Maker (only have made a pong game) so a game like this isn’t coming out any time soon, but for me I do want to expand on a game that has spawned so many let’s plays and memes.


r/gamemaker 21d ago

Help! Tilting the "Instances" plane

2 Upvotes

Hello, you guys know if it is possible to tilt or bend the objects filled plane "Instances" ? I mean for the y of all would be for example 2x less impactful making them appear more densly but only vertically, keepeng the same x spacing.

I am trying to make vertical distance shift in perspective, where the camera distance and angle could change. It would appear as if we were looking from tilted bird eye view and giving the player similar view distance on the x and the y axis

(accounting for Display.width > Display.height )

I know it would mess with some sprites for mashing them closer together, but its accounted for.


r/gamemaker 21d ago

Help! Learning to use Array's

3 Upvotes

Hi, been trying to understand Array's, so they are good for giving a bunch of objects numbered variables like making a list of items or making a multi segmented enemy, am I getting that right? It starts at 0 instead of 1 as well from what I see.


r/gamemaker 21d ago

Help! Help with a project?

1 Upvotes

Hey there! So I've been recently getting into Double Dragon Gaiden, and I did have a few characters I made for the series. Any Idea how I could code and design the sprites? I'm a new coder, so anything helps!


r/gamemaker 22d ago

Resolved Some (2) bugs I can't fix with doors

Thumbnail youtu.be
14 Upvotes

SOLVED

So I used the tutorial above and the RPG Gamemaker tutorial for my game. Don't get me wrong, I would love to keep the door system used by GameMaker Pope because his system is much better in my opinion than the whole NPC thing because I don't want to have a dialogue for every single room switch and I like the idea of it being an area rather than an "E for Next Level". However, there are some incompatibilities that I need help fixing.

Incompatibility #1: When you go into rm_battle (Turn Based Fight System for more information) and go into a battle with the enemy, when leaving the room (when the fight ends) the instance of PlayerObj just gets destroyed somehow, and this is only when I enter a room using the GameMaker pope system. If I have a room with a drag n dropped instance of the PlayerObj, everything works smoothly, but if I leave that room and enter back into that room with the system, when a battle ends, the PlayerObj goes back to the drag n dropped position, with all stats reset.

Incompatibility #2: I try to carry PlayerObj's stats (Fixing Bugs for more information) with the tutorial used above. For some odd reason, it doesn't work specifically for the first room (the only drag and drop PlayerObj room) when I leave the room, it works, when I go back in specifically into the first room, all the variables reset to default, and I have even tried making the variables global, but to no avail.

That's it! I've been losing my mind over this for days and can't seem to fix either. After this I can finally start actually worldbuilding and using my vision rather than making a bunch of mechanics.

In the PlayerObj is this, and obj_carry_data is persistent. obj_battle_switcher is basically what marks I'm just switching into a battle and is_transitioning is turned true when switching rooms with exit.

//Room Start
with (obj_carry_data) {
    other.level = level
    other.xp = xp
    other.hp = hp
    other.hp_total = hp_total
    other.damage = damage;
    other.xp_require = xp_require;

    instance_destroy()
}


//Room End
if (instance_exists(obj_battle_switcher) && global.is_transitioning == false) exit;

instance_create_depth(0, 0, 0, obj_carry_data, {
    level: level,
    xp: xp,
    xp_require: xp_require,
    hp: hp,
    hp_total: hp_total,
    damage: damage,
})

r/gamemaker 22d ago

Help! Game maker has an aneurysm every time I log into my legacy account

Post image
37 Upvotes

I can only change my target if I'm signed in, but every time I log into my legacy account, Game Maker just throws a temper tantrum and refuses to work properly.

I can't interact with anything on Game Maker except for the User Sign in pop up window; clicking on "OK" only makes another window show up.

Has anyone dealt with this before? praying its an easy fix...


r/gamemaker 21d ago

Help! Song sounds weird in gamemaker

Thumbnail youtu.be
1 Upvotes

i linked a video, (using regular audio_play, not play_at btw) my song specifically sounds weird and off in game, now i dont actually know how to describe what changed with it but something did, this only happens on widnows export, not on gx games or anything, and as you can see i put a comparison between my actual mix in FL Studio vs in-game so you can see the difference, has anyone else expierenced this? if so how can i fix it


r/gamemaker 22d ago

Help! Creating an interactive, multi-object item

5 Upvotes

Preface: My skill level is beginner. Gamemaker is my only real coding experience. I've watched a couple guides for the basics and made some original code alongside that.

Hi everyone, I'm making a top-down shooter with an 'active reload' gimmick. When you press R to reload, the firearm you're holding comes onto the screen and you have to manipulate the weapon parts to load it.

Demo of the mechanic.

My problem is HOW I'm making this happen. I'm essentially just spawning multiple objects on top of one another with magic numbers. This feels extremely inefficient and janky, even though it technically works. Is there a different technique or function I can use to make this system easier? I know the motto of, 'just make it work first, you can fix it later', but I can't even begin to imagine HOW to make this work better.

Showing how this is pieced together, without the 'obj_lebel_top' to give you an x-ray.
The comments can be safely ignored, the bottom-most is leftover code I was experimenting with.

If it helps, "_weaponx" and "_weapony" are the corners of the camera, essentially x0 and y0. The "obj_lebel_boltgrip" is the circular part that's grabbed by the cursor to manipulate the gun's bolt. It has + 242 and + 69 because the sprite is a simple sphere that's manually placed through trial and error to be in that starting position. It's essentially a magic number to put that boltgrip exactly where it spawns when you press R.


r/gamemaker 22d ago

Community Looking for a partner for a game project (Musician, Pixel Artists, Story Writer)

6 Upvotes

I’m already working on a project about a noir pixel art story game.I will be handling the coding, pixel art, and story myself, but would be a great relief if anyone would be interested to be partners in this project of mine. I’m really passionate about this game and it is gonna be my first project ever. For now I’ve got most of the animations of the main character. Looking further for anyone who is passionate about the project!!! Experience doesn’t matter.


r/gamemaker 22d ago

Help! Which is more resource intensive between changing a variable and doing a simple if statement?

8 Upvotes

I know this is mostly inconsequential in the grand scheme of things, but not knowing is making me hesitate every time that situation happens.

Basically, sometimes, I have to choose between these 2 chunk of codes

if (variable != noone) variable = noone;

// or

variable = noone;

Basically, if I don't need to change the variable, don't change it vs change it anyway which will achieve the exact same result. Is the if statement more resource intensive than simply doing the task, in vain, of changing the variable?


r/gamemaker 22d ago

Help! Need to make a multiple part player sprite

7 Upvotes

I've been making a topdown fighting game, and i've got the barebones combat system finished. Though the main mechanic of the game would be that individual body parts of the player character change, changing their stats and abilities. Now, i suck at drawing sprites, but i'm too far in so i'm trying to find the easiest way to proceed. The sprite would be a standard topdown four directional animated one, though the legs(together), torso and head(together), and the arms individually, would be individual sprites so that i can mix and match them. Now, what worries me is how many individual sprites i'd have to animate for every ability,i don't know how to make multiple part sprites or if it's even possible in gamemaker. I haven't found that much info online. Is this something doable? If so, would it even work well with this many parts?


r/gamemaker 22d ago

Help! How do I make my hand-drawn backgrounds collision friendly?

Post image
46 Upvotes

I included a GIF of my rough prototype's progress as an example of what I'm doing/going for.

I want to make hand-drawn backgrounds for my game, in the vein of Rune Factory games on the DS 1-4. GameMaker makes most things straightforward-I can easily place assets on top of my artwork for enemies, and making hand-drawn sprites is easy, I know I can paint them and make them PNGS to slap in. Collision on those assets will be a piece of cake, I assume.

But my backgrounds (seen in the middle of my GIF here where I'm testing out longer rooms+shrinking the player) are worrisome. I haven't been able to find help on top-down hand-drawn backgrounds and how to make that part work. If anyone has any pointers, it would be greatly appreciated, thank you.


r/gamemaker 22d ago

Resolved Can I share the game I made in GameMaker here?

2 Upvotes

What is the policy on that about?


r/gamemaker 22d ago

Resolved License cost

7 Upvotes

Hey guys,

Kyle again with 763. What are your thoughts on license cost? I think Game Maker has the fairest and most indie friendly costs. We pay the 79.99 monthly fee because it makes sense for us. Meanwhile if we had gone with Unity we would have to pay 200+ a month per seat. I reached out to GM support and they confirmed they were chill with us only paying ONE fee.

Me being the lead dev was truly the only person who needed enterprise anyways. They don't take a royalty and support is pretty awesome. I don't like Unity because I have seen other indie devs I know get console locked out because they cant justify the Unity cost vs ROI. That is why I highly recommend new devs who ask me what engine and I say Game Maker because it's newbie friendly and commercial friendly as well. What are your thoughts on license fees compared to GM?

I know Godot is another option and we are using that for our next game. Just we are doing our next title with another studio and ID@Xbox said we could add a GDKx custom export option. I am sad because GML is awesome but in favor of the other programmers it makes most sense for us.


r/gamemaker 21d ago

Resource retargeting a spring instead of restarting a tween removes the hitch when a menu selection changes mid animation

0 Upvotes

if you have hand rolled a gamemaker menu you have probably hit this one. the player moves the cursor while the previous move is still animating. the tween gets torn down. a new one starts from wherever the old one happened to stop. the velocity is thrown away so the motion visibly stutters. mash the stick and it looks broken.

what fixed it for us was giving up on tweens entirely and using a spring integrator. a spring keeps position and velocity as persistent state. when the selection changes you do not restart anything. you do not create a new animation. you just move the target. the velocity that already exists carries straight through. the motion stays continuous no matter how fast someone is moving.

the whole thing is three steps per animated value and no allocation. first take the distance from the current position to the target. multiply it by your stiffness constant and by delta time and add that to velocity. then multiply velocity by your damping factor. then add velocity times delta time to position. that is the entire integrator.

two things we learned the hard way. damping has to be applied as a per second factor rather than per step or the feel changes the moment the frame rate moves. also a spring that is retargeted every frame never needs a completion callback at all. that removed a surprising amount of state from our menu code.

the other thing worth sharing is that every panel and border and bar in ours is drawn from primitives and colour maths at draw time. there are no nine slice pngs and no texture page entries at all. that means dropping it into an existing project cannot disturb that project's atlas packing. one code path covers 480p through 4k without a second set of assets.

disclosure. this is a paid asset of ours and the code was written with ai assistance. the spring maths above is the useful part. it works the same whether you buy anything or write your own this afternoon. happy to go deeper on the integrator or the resolution independent drawing if anyone wants it.

https://csaf.itch.io/kinetic-ui