One of the best tips I have ever gotten as a freelance developer is to start your project right away.
The big triple A studios start with a long process of design, concept and prototyping. While this process is effective for large studios, it can bog down independent or single developers.
Often the best first step after getting an idea for a game is to code the ultimate mechanic. The objective of this step is to create a simple game to test if it will work.
This gives you something that you can actually see the real results of. Then create a starting point from which you can develop your project. Engine
In this tutorial, we will go through this process of starting together in a game made for 2D games and in development fast: GameMaker studio 2 by Yoyo Games.
The name GameMaker has been around for a while and many amazing and successful games have been made. made using this game development tool. for example, Undertale, Hyperlight Drifter and Hotline Miami were all made using GameMaker studio.
In this GameMaker Studio 2 tutorial, we will learn how to create a game from an idea , then on the creation of a prototype around this idea .
You will learn some code and some game design as we go.
Note: You should know some coding basics (like what is a variable), as this tutorial doesn’t go too deep on how this code works. However, if you are new to programming you should still be able to keep up.
Since we’ve just received the program, we’ll take a look at the interface.
The page you start from is the Workspace. This is where we will be working on the art and code for our project, among other things.
on the right are your resources in the Resource tree. This will contain all the elements of your game, be it an audio file, a sprite or a block of code.
If you click on the Rooms dropdown menu Resource tree, you will see that we have a default start up place for our game. double clicking on it opens the place tab for that part, which is currently just a black background.
Rooms are what they look like: places where you can put your sprites and game elements.
They can be any size and 2 GMS has a camera / view system, our room does not have to be the same size as our screen.
For now, we’ll leave this default set with the piece taking the entire game window.
If you want to see your game (again just a black screen), press F5 to launch the game.
Right now everything looks very empty, so we’ll start creating our game.
Step 2: Creation of our character
The next step we want to take in our GameMaker Studio 2 tutorial is to create a character that the player can control.
2 uses GMS Objects as containers for anything general attached to code. elements have a number of built-in properties that will help us build our game, so it makes sense to create a new element of our character.
Right click the Objects drop-down menu in the active panel and click Create Object.
Now we can see a object panel .
On the left is the space where we can give the object a name and a sprite, along with a few other options.
On the right is the Event Space, which will be where we put everything our code (more on that later).
Rename our new object to obj_player in the name box.
It is a very good idea to name things in a way that tells you what they are. For example, many people will name their names. obj_somthing or Osomething objects. That way they know if what they are using is an object or something else.
We do this because we will often have to mention the names of things in our code. It can become difficult to remember what is what, so this helps with organization. This is also useful if you want to name two different things with the same name, like obj_player (for the object) and spr_player (for the sprite).
For now, unfortunately, our player object doesn’t look like anything . This is because it doesn’t have a Sprite yet. Let’s create a new Sprite and add it to the player object.
Right click on the Sprite section from the Resource Tree e m>, then click on Create Sprite.
For the box, I’ll name this spr_player . Sprites are the word of game developers for images. Sprites don’t do anything, they’re just images that are sometimes animated that we attach to things that have code, like objects, or that we insert into our scene to look cute.
Our workspace now has two boxes. To navigate in the workspace, use the scroll wheel to scroll or the middle mouse button to move.
At the moment, it’s a bit small. Let’s make it a little bigger. Click the small box with four arrows under Image size and set the width and height to 64 √ó 64 pixels under Image size.
Now that it’s the right size, let’s draw on it. Click on Edit Image next to the size button. This will open the sprite in a new sprite editor tab.
Now let’s draw something simple to represent our character. For the result, we can go back and draw animated sprites that look more like a box.
But to start making our prototype, we just need something that tells us where our player is and how tall he is. Remember that it appears on a black background for now, so don’t make it black / strong>.
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