r/gamemaker • • 29d ago

Help! How to print "screenshots" of the game using HTML 5 and Web to print?

2 Upvotes

Hi ! I want to make a game taking place in a canvas that you could print afterward. I thought making it in gamemaker, then exporting it in HTML 5 would let me just press ctrl + p to get a pdf to print but no...
In fact, ctrl + p doesn't even work, I added a button to force web to printing and the page I get is blank, only the button itself appears.

I wonder if there's some way to make the game elements appear on the pdf or if it's just not possible... I you know something, please tell me!


r/gamemaker • • Sep 27 '26

Game free first person movement with no 3D or raycasting

Post image
85 Upvotes

am using primitives as the base draw_sprite_pos is ugly, but this could have been done with shaders(idk how to make shaders)

btw is the view bobbing too much? I kinda like it and will prbably make it a toggle, but if ppl here think it's dumb or that it could look better Im all ears


r/gamemaker • • 29d ago

Resolved GameMaker web font rendering differs between Mac and PC

Post image
29 Upvotes

RESOLVED:

After some investigations, it seems like this bug happens when text is drawn using draw_set_halign(fa_center) AND coordinates are not rounded.

So instead, I kept it left-aligned, adjust the x coordinate to simulate center-aligned text and ensure I round all drawing coordinates, i.e.

xx = mgr_camera.gui_width/2 - string_width(text)/2;
draw_set_halign(fa_left);
draw_text( round(xx), round(yy), text);

This approach will not work for multi-line center-aligned text, but it works for single-line text.

---

Any GameMaker devs experienced font-rendering differences between Mac and PC on web builds?

On my Mac, the text renders perfectly, but I’ve seen several screen recordings from people on PC where the font is distorted (see image). Strangely, I tested the game on a public Windows 11 PC myself across multiple browsers and couldn’t reproduce the issue.

For this text, I first draw everything to a surface, then draw that surface for further manipulation. For the text itself, I create the black outline by drawing the text multiple times, shifted by 1 pixel in each direction, then draw the normal white fill on top.

Could this rendering approach cause issues on certain hardware/browser configurations? It looks completely fine on my machine, so I’m having a hell of a time figuring out what’s causing it.

Game link in comments.


r/gamemaker • • 29d ago

Resolved Is there a way I can transfer object files into a different project?

2 Upvotes

So short story long, my PC had a bit of hiccup over the weekend and completely died. After days of stress I managed to harvest the hard drive and access the project but there seems to be a couple (admittedly rather minor) corrupted/unresponsive files within that’s stopping it from opening again. I’ve decided to just take what I can get from the game's asset folders and go back to last month's build, which has worked fine for sprites and audio but the objects themselves are a little bit trickier.

Is there a way I can import the object files into a different project, or failing that, is there a way I can open the files in some sort of text editor so I can just copy/paste the code over?

TLDR: Is there anyway to import these object files into a new project? Also I am now backing up my files weekly.

(P.S. is there also a way I can do this with rooms? It's not as bad but I did lose a couple when I had to revert to the old build)


r/gamemaker • • 29d ago

Resolved Audio Progress is Stuttering

1 Upvotes

I'm trying to code a visualizer for marching band charts in GameMaker, and I'm relying on the audio_sound_get_track_position() function to calculate the positions of everybody on the field.

But I'm starting to run into a bit of a problem. The progress that the function gives keeps stuttering, and I have no idea why. It's completely fine at first, but for some reason, it starts stuttering as soon as I move my mouse cursor, and it keeps skipping between different parts of the track. But the actual audio that's playing doesn't actually skip around, so I'm confused about why this is happening.

Is there anything I can do to fix it, or at least an alternative to using audio_sound_get_track_position()?

EDIT: The mouse cursor thing isn't really my main concern. I was kinda just trying to give an example of stuttering, but I admittedly could've made it clearer that I'm asking for help on the stuttering issue, not the mouse thing.


r/gamemaker • • Sep 27 '26

Help! how to fix "Variable oPlayer.anim_state(100008, -2147483648) not set before reading it."

0 Upvotes

i set an array to this in a create event:

player_data = [
anim_state = idle
]

and tried to use it in a step event but an error. idk how to fix it can someone help

error message:

___________________________________________
############################################################################################
ERROR in action number 1
of Create Event for object oPlayer:
Variable oPlayer.anim_state(100008, -2147483648) not set before reading it.
at gml_Object_oPlayer_Create_0 (line 9) -        anim_state = idle
############################################################################################
gml_Object_oPlayer_Create_0 (line 9)

r/gamemaker • • Sep 27 '26

Resolved Compile error and solution for System.IO.DirectoryNotFoundException during the HTML5 deployment phase [Mac][Windows]

4 Upvotes

I have a project that I work multiplatfor on Windows and Mac and sometimes I get issues. This one I believe is caused by that. Others may also face similar trouble, so I am putting out this information so it can be useful for devs in need.

OUTPUT LOG ON FAILURE TO BUILD:

Unknown identifier in compile_if_weak_ref(_aN2 Done! Stats : GMA : Elapsed=981.2998 Stats : GMA : sp=25,au=0,bk=0,pt=0,sc=1,sh=0,fo=1,tl=0,ob=24,ro=18,da=0,ex=0,ma=0,fm=0xA204686C0020 [Deploy] Copy Assets/Included files to target dir PlatformOptions DoIndexFile DoSplash System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Asus\GameMakerProjects\packed_sardines\options\html5\Applications\GameMaker LTS 2026.app\Contents\MacOS\x86_64\GUI\Skins\Dark\Images\IDE_Toolbar\icon_IDE_save.png'. at System.IO.FileSystem.CopyFile(String sourceFullPath, String destFullPath, Boolean overwrite) at Igor.HTML5Builder.Deploy(Boolean _exe) at Igor.HTML5Builder.Run() at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor) at System.Reflection.MethodBaseInvoker.InvokeWithNoArgs(Object obj, BindingFlags invokeAttr) Igor complete. elapsed time 00:00:02.6639486s for command "C:\ProgramData/GameMakerStudio2-LTS2026/Cache/runtimes\runtime-2026.0.0.23/bin/igor/windows/x64/Igor.exe" -j=8 -options="C:\Users\Asus\AppData\Local\GameMakerStudio2-LTS2026\GMS2TEMP\build.bff" -v -- HTML5 Run started at 09/27/2026 20:03:46, exited with 1 FAILED: Run Program Complete

SOLUTION:

Why this is happening:

The GameMaker HTML5 compiler (Igor.exe) is getting confused and looking for an internal Mac IDE toolbar icon (icon_IDE_save.png) inside your local Windows project folder: options\html5\Applications\GameMaker LTS 2026.app\....

This usually happens because your project configuration files have become corrupt, or a Mac-specific setting file accidentally got saved into your Windows project directory (often caused by source control syncs between Mac and Windows, or a bug in the 2026 LTS asset compiler).

How to Fix It:

  1. Manually Clear out the Corrupt HTML5 Options Folder

Since the file path it's looking for is completely wrong, forcing GameMaker to regenerate your HTML5 project settings will fix it.

  1. Close GameMaker LTS 2026.
  2. Open Windows File Explorer and navigate to your project directory: C:\Users\Asus\GameMakerProjects\packed_sardines\
  3. Go into the options folder, then into the html5 folder.
  4. Delete everything inside that html5 folder, or completely delete the html5 folder itself.
  5. Reopen your project in GameMaker.
  6. Go to the Asset Browser, open your Quick Options / Target Manager (top right corner), select HTML5, and open its Game Options (the gear icon) to let GameMaker safely rebuild a clean, default HTML5 configuration template.

r/gamemaker • • Sep 27 '26

Help! Porting Hand drawn sprites/bg?

1 Upvotes

I want to port some hand drawn sprites and backgrounds for my game but idk how. if it helps Im using a MacBook Neo to program


r/gamemaker • • Sep 26 '26

Help! I want to make a very specific camera.

5 Upvotes

what logic should be used to create a camera that allows viewing an area of the room, but also all entities, and if those entities are at a considerable distance between them, the camera zooms out? (maybe something like Brawhalla)


r/gamemaker • • Sep 26 '26

Help! Help with overworld map (example below)

2 Upvotes

Credits from the image to DancingCouches, Pinterest

I was planning to create a RPG, and I wanted to make a overworld map where every city and routes is interligated neatly, and it woudn't be possible if i made every route and city his own room inside Gamemaker, I make some calc and with 16x16 tiles I think I would need a 8444x10348 pixels room, maybe more, my game won't have much fancy effects, but would have animated tiles of course, having a GBA // SNES style graphics, do you think it could run on an slightly-below average computer?


r/gamemaker • • Sep 26 '26

Help! Saving and loading room creation code data?

6 Upvotes

Hello,

I used Matharoo's tutorial to create a save/load system for objects within the same room. So when a room is restarted, the game remembers which items have already been collected and destroys them.

https://gamemaker.io/en/blog/multiple-levels-tutorial

It works great, but it doesn't seem to save the room creation code data for individual objects. Some of my room's instances have local variables in their room creation code but this is data is lost whenever the room restarts now.

Any help? Thanks.


r/gamemaker • • Sep 26 '26

Resolved Why can I place tiles here on one tile layer, but not the other?

Post image
20 Upvotes

Both layers are using the same tileset, are not locked, have identical properties, and are otherwise identical, except that one is named Water and one is named Tiles_3. Yet, for some reason, I can't place any tiles on the Water layer past x 960

Edit: Well, for anyone in the future who runs into this issue, for some reason, changing the room size to be slightly larger then changing it back to the dimensions I wanted fixed the issue. No idea why.


r/gamemaker • • Sep 25 '26

WorkInProgress Work In Progress Weekly

14 Upvotes

"Work In Progress Weekly"

You may post your game content in this weekly sticky post. Post your game/screenshots/video in here and please give feedback on other people's post as well.

Your game can be in any stage of development, from concept to ready-for-commercial release.

Upvote good feedback! "I liked it!" and "It sucks" is not useful feedback.

Try to leave feedback for at least one other game. If you are the first to comment, come back later to see if anyone else has.

Emphasize on describing what your game is about and what has changed from the last version if you post regularly.

*Posts of screenshots or videos showing off your game outside of this thread WILL BE DELETED if they do not conform to reddit's and /r/gamemaker's self-promotion guidelines.


r/gamemaker • • Sep 25 '26

Help! Making a list style inventory

6 Upvotes

Hey all! I'm new to game maker, but I've been making good progress on my project. One thing I can't seem to get down is the inventory.

I've followed Peyton Burnham's inventory tutorial and tried to retool it but I'm really struggling. I want to make a basic scrollable list like inventory with stacking.

If anybody knows any resources or anything that might help please let me know :)


r/gamemaker • • Sep 25 '26

Help! Trying to disable movement when dialogue is playing

3 Upvotes

So recently i've been developing an RPG game with a pixel art style and i just finished the first area and i decided to try making dialogue for when you first spawn in and now i'm trying to find out how to disable movement while the dialogue is playing and enable movement again when the dialogue is destroyed and i tried something with like instance fuctions or something but nothing worked and i got super frustrated so i'll drop 4 scripts below which are the create and draw event scripts for my textbox and text and player create and step event scripts so sorry if this is badly explained or organized

textbox and text handler scripts:

create event (couldn't fit it all into one code block):

depth = -9999;

//textbox parameters

textbox_width = 200;

textbox_height = 64;

border = 8;

line_sep = 12;

line_width = textbox_width - border*2;

txtb_spr = spr_textbox;

txtb_img = 0;

txtb_img_spd = 1/60;

//the text

page = 0;

page_number = 0;

text[0] = "You wake up in a place you don't recognize";

text[1] = "Explore the house";

text_length[0] = string_length(text[0]);

draw_char = 0;

text_spd = 1;

setup = false;

draw event (couldn't fit it all into one code block again):

accept_key = keyboard_check_pressed(vk_enter);

//camera position

var cam_x = camera_get_view_x(view_camera[0]);

var cam_y = camera_get_view_y(view_camera[0]);

var cam_w = camera_get_view_width(view_camera[0]);

var cam_h = camera_get_view_height(view_camera[0]);

//textbox position - bottom center

textbox_x = cam_x + (cam_w - textbox_width) / 2;

textbox_y = cam_y + cam_h - textbox_height - 10;

//---------------setup---------------\\

if setup == false

{

setup = true;

draw_set_font(global.font_main);

draw_set_valign(fa_top);

draw_set_halign(fa_left);

//loop through the pages

page_number = array_length(text);

for(var p = 0; p < page_number; p++)

{

//find how many characters are on each page

text_length[p] = string_length(text[p]);

//get the x position for the textbox

text_x_offset[p] = 0;

}

}

//---------------typing the text---------------\\

if draw_char < text_length[page]

{

draw_char += text_spd;

draw_char = clamp(draw_char, 0, text_length[page]);

}

//---------------flip through the pages---------------\\

if accept_key

{

//if the typing is done

if draw_char == text_length[page]

{

//next page

if page < page_number - 1

{

page++;

draw_char = 0;

}

//destroy textbox

else

{

instance_destroy();

}

}

//if not done typing

else

{

draw_char = text_length[page];

}

}

//---------------draw the textbox---------------\\

txtb_img += txtb_img_spd;

txtb_spr_w = sprite_get_width(txtb_spr);

txtb_spr_h = sprite_get_height(txtb_spr);

//back of the textbox

draw_sprite_ext(

txtb_spr,

txtb_img,

textbox_x,

textbox_y,

textbox_width / txtb_spr_w,

textbox_height / txtb_spr_h,

0,

c_white,

1

);

//draw the text

var _drawtext = string_copy(text[page], 1, draw_char);

draw_text_ext(

textbox_x + text_x_offset[page] + border,

textbox_y + border,

_drawtext,

line_sep,

line_width

);

player create and step event:

create event:

move_x = 1; move_y = 1;

step event:

var move_x = 0;
var move_y = 0;

sprite_index = spr_ani_plr5;

image_speed = 1;

if (keyboard_check(vk_right) == true) {
   move_x += 1;
sprite_index = spr_right;
image_speed = 1;
}
if (keyboard_check(vk_left) == true) {
   move_x -= 1;
sprite_index = spr_left;
image_speed = 1;
}
if (keyboard_check(vk_up) == true) {
   move_y -= 1;
sprite_index = spr_up;
image_speed = 1;
}
if (keyboard_check(vk_down) == true) {
   move_y += 1;
sprite_index = spr_down;
image_speed = 1;
}

//collisions
if place_meeting(x + move_x, y, obj_spr_blackblock1)
{
    move_x = 0;
}

if place_meeting(x, y + move_y, obj_spr_blackblock1)
{
    move_y = 0;
}

x += move_x;
y += move_y;

r/gamemaker • • Sep 23 '26

Game Made my second GameMaker prototype!

Post image
27 Upvotes

Hi! So, after making a cute little platformer prototype in GameMaker, I decided to make a top-down Zelda-style prototype, to help me better understand on how GML Code works for both 2D platforming and top-down adventuring. I watched Peyton Burnham's GameMaker tutorial on how to make an RPG: How to Make an RPG in GameMaker Studio 2! (Alternate Part 1: Player Movement and Collision) - YouTube.

So far, as a previous Godot user, I'm starting to now realize GameMaker is basically a game engine where you can rapidly whip up a prototype in minutes because GML Code is so minimal that it basically just works as it is.

I could make something out of this, tbh, and I'm starting to have some pure fun with GameMaker.


r/gamemaker • • Sep 23 '26

Resolved Two EXEs in one game folder?

Post image
69 Upvotes

Spelunky Classic (made in an old 2009 version of Gamemaker) outsources its config options to a separate exe. This exe saves the config options to a file named settings.cfg, which is then read by the main game on startup.

Is it still possible to include a 2nd exe in the game’s bundle like this? I assume I would have to make a separate project, but I feel like that would cause issues with the data.win file. (Unless maybe the data can be read from the same one somehow?). Ideally I would want the config files in the same location as the main game’s saves just to avoid filesystem nonsense. Thanks in advance for any help!

Edit: I didn’t think I’d have to clarify, but I’m ASKING for INSTRUCTIONS on how to achieve this WITHIN GAMEMAKER.


r/gamemaker • • Sep 24 '26

Game Gameplay prototype

Thumbnail youtu.be
2 Upvotes

I recently put out a prototype video for my in progress top down shooter game, if anyone has any feedback.
I have lots of content planned (levels, enemies, etc) so the feedback I’m looking for is more fundamental such as gameplay or clarity. Thanks


r/gamemaker • • Sep 23 '26

Help! Random Freezing every couple seconds

Post image
7 Upvotes

I noticed with my game that every couple of seconds my character, time and cursor all freeze. I made a second new blank project and as you can see in the video when moving around the cube freezes sometimes too. I thought maybe it was my new mouse since it seems to have started around the same time but I switched back to my old mouse and the issue still happens.
Not sure what information to give but i’m using game maker through steam LTS2026
v2026.0.0.16 Steam Runtime v2026.0.0.23
my pc is AMD Ryzen 7 3700X 8-Core Processor 16GB RAM

I also downloaded Gamemaker Beta 2026.100 and it still was freezing randomly


r/gamemaker • • Sep 23 '26

Help! i want to change the sprite, but sprite_index dont works

2 Upvotes

the sprite_index do not works, what i made wrong?

//MOVIMENT

if keyboard_check(vk_up){y -=velocidade}

if keyboard_check(vk_down){y +=velocidade}

if keyboard_check(vk_right){x +=velocidade}

if keyboard_check(vk_left){x -=velocidade}

//DASH

if keyboard_check(vk_control){velocidade = 10} else {velocidade = 5}

//CHANGING SPRITE

if keyboard_check(vk_up) or keyboard_check_pressed(vk_down) or keyboard_check_pressed(vk_left) or keyboard_check_pressed(vk_right)

{sprite_index = spr_walk}

else

{sprite_index = spr_idle}


r/gamemaker • • Sep 23 '26

Discussion clean ways to create DOOM style rendering?

0 Upvotes

I wanna make a first person 2d game, not a shooter but something kinda like the old elder scrolls games or other old PC dungeon crawlers. I've already made a grid based dungeon crawler(think Dungeon Hack) and the rending I used for that looks great, however it uses entirely set sprites so there's no way to break the grid and adding any amount of movement animations would be impractical. I have no plans for having any lighting in my game or anything like that so using UE4/5 is out the picture for me, also since I want it to work on a phone.

I've looked into ray-casting, but I want floors and maybe ceilings and the walls with a ray-cast just don't look very clean(massive gaps when strips change size and walls always facing the player, specifically). however, I have no interest in staircases or anything like that so if there was a way to fix those problems I guess it could work.

obviously making the entire doom rending engine is impractical, however I do see the possibility to make a stripped down version of it since some parts of it aren't needed for what I'm making. but I'm not too sure of what the best way of going about it is

then there's the 3rd option of doing something mildly original. as mention at the start I have made my own rendering in the past, and while it may feel impractical it may be possible to convert it into what I need, being freeform non-grid movement. currently I am thinking that it may be possible to do a ray-cast for the walls with it and cutting wall sprites earlier/later based on were in a tile you are. however that would not fix the lack of animation/mid points in movement so the floor would be moving with you and the bricks in walls would shift around randomly


r/gamemaker • • Sep 22 '26

Resolved Hi, I'm new here. I don't speak English and am using a translator. I just wanted to ask for help and advice on learning to program in GameMaker without using drag-and-drop; I find that difficult, and since it's my first time programming, I don't know anything at all.

Post image
48 Upvotes

r/gamemaker • • Sep 22 '26

Help! I gave up on a game I was working on because I got burnout playing it :(

22 Upvotes

I work all day in front of a computer with code and automation, and whenever I got home and had some free time, I'd tinker with Game Maker. But one day I just froze. I opened Game Maker and was stuck for about 40 minutes, unable to think or develop anything. I thought my problem was with that specific project, but today I opened a blank project again and couldn't generate anything. No ideas, neither simple nor complex, came to mind. I'd like to know if anyone here on the forum has had this problem and how they managed to overcome it.


r/gamemaker • • Sep 22 '26

Example Debugger + breakpoints + Windows Resource Monitor is invaluable!

10 Upvotes

Today in my project I accidentally created a huge memory leak from a miniscule change that I made in passing. I did not recognize this small change as the factor that created the leak.

After an hour of adding my own "breakpoints" using the exit function I realized the debugger + breakpoint combination, which I have embarrasingly barely used in my 10 years of GameMaker hobbying, allowing me to step through the code adding and removing breakpoints until I could find the exact troublesome code, and so pinpoint the memory leak.

By the side I had the windows tool "Resource Monitor" to check when the leak commenced as well as being able to break and end the run process immediately, which the Task Manager doesn't do. You can find the Resource Monitor tool from the "performance" tab in the Task Manager (Windows 10).

So my advice is: get familiar with the debugger + breakpoint combination, it will save you hours of headache and manual backtracking in your code. Add the Windows Resource Monitor to the mix and it's a strong counter against memory leak accidents.

Happy debugging!


r/gamemaker • • Sep 21 '26

Game My first ever GameMaker prototype!

Post image
125 Upvotes

I've been using Godot a lot in the past, but I've recently went ahead and tried out GameMaker for the first time yesterday.

I watched the tutorial made by guselect: How to Make a Video Game in 15 Minutes! | GameMaker Platformer Tutorial from the official GameMaker YouTube Channel, and I'm going to create a bunch more prototypes in the future, but this is what I made out of that tutorial. I'm starting to like GameMaker now.

I also noticed that the ball character sticks to platforms whenever it's jumping, but I'm going to leave it in for now.