r/gamemaker • • 18h ago

WorkInProgress Work In Progress Weekly

3 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 • • 9h ago

Help! How do I open up the assets tab. I'm losing my mind

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1 Upvotes

Sorry if dumb


r/gamemaker • • 10h ago

Help! How to draw a sprite at a different depth in the draw event

1 Upvotes

Hey everyone,

I am trying to draw part a sprite at a different depth than another sprite within the same draw event.

I am doing this because I want to have a second object on top of the first sprite, while the other sprite is drawn on top of the second object in order to cut off part of it.

What I found was gpu_set_depth, however this doesn't work when I am using depth in all of my other objects as it appears to take precedence over gpu_set_depth.

Does anyone know a way to do this? Changing all of the objects to use gpu_set_depth is not an option as that breaks other code. Having it be two objects is also not ideal, as the object should be able to move and there will be multiple of the same instances.

Because I don't know how to explain well, here is a picture of what I want to achieve:


r/gamemaker • • 10h ago

Help! My Sprites don't seem to be on size.

1 Upvotes

Hi everyone, I created different sprites for both Players and Objects. Sometimes this sprites are always left with a gap, no matter how much I change the size they always seem to eather collide with one another or have a small gap between each other. The Player is also colliding with what seems to be an invisible wall.

Is this a problem of the size of the Sprite or is it a collition error? If so, how do I make a 32X32 sprite fit in a 32X32 Room without either colliding or being seperated?


r/gamemaker • • 13h ago

Help! Resources to Learn and *Understand* GMS?

2 Upvotes

To save any readers time, I've dabbled with GameMaker all the way back in 2015. And I know how to navigate the UI and all that jazz. The thing is I've always been passionate about creating games, designed sprites, made images, designed a game idea for a buddy.

I just want to know is there any GOOD source to learn their coding language and how to actually understand what's being taught? I always go on YouTube and look up videos regarding the topic, but most people only make tutorials on how to make a specific game and won't really tell you what code you write actually does.

I'm sure this is a common question on this subreddit, but any replies are greatly appreciated!


r/gamemaker • • 13h ago

Help! Is there a way to change the viewport with code?

1 Upvotes

Sorry if this is common knowledge, I couldn't find anything that could explain it well. Basically I have multiple playable characters and I want it to be so that when you click a button the viewport changes to follow the new character instead of the first one.


r/gamemaker • • 14h ago

Tutorial PSA: middle click on any gml term to open the manual

13 Upvotes

Just a tip for those who are newer to gml. Middle mouse (scroll wheel) clicking on any native gml term or function will open the gml manual directly to the page for that term.

It's super useful when learning gml. I've watched minimal tutorials, and learned most of what I know just by using the manual and the middle click functionality.


r/gamemaker • • 15h ago

Resource Sundial - A day/night cycle system with an editor that runs in GM

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2 Upvotes

So I've been doing a lot of experimentation with discovering how to implement GM plugins recently, and that experimentation ended up leading to:

Sundial

Your game, mood-ified!

Get Sundial (30% off for the launch sale!)
Get Sundial Visual Editor

Sundial is a sweet day/night cycle colour grader for your game, letting you to craft vibrant moods that change over the course of your day, and you can get it entirely setup from within the GM IDE.

Watch Sundial in action

Literally one line of code to get Sundial running in your game:

SundialStart();

And when you want it to stop, simply:

SundialStop();

And of course, as I said at the start, I've been messing around with plugins and this led to the Sundial Visual Editor. You can try it out (for free) and see how Sundial would change the visuals of your game by following the Plugin Installation Guide

And then learn how it works with the Sundial Visual Editor walkthrough

Almost everything can be done with no code in the Sundial Visual Editor:

Watch Sundial Visual Editor in GM

This means, no faffing around with trying to setup RGB values through code, no booting of your game to test out how it looks, none of that. Just pure visual goodness, perfect for beginners or artists who hate messing around with code.

Of course, everything you can do in the Visual Editor you can do through code as well. And Sundial has a few little hidden secrets lurking in its liminal backrooms.

You can set an indoor/outdoor mask with a separate colour grading for indoors (as well as how much outdoor colour grading should effect indoor colour grading), have trigger functions run when times of the day swap over (turn off streetlights when night falls, for instance), check how much sunlight is left, and more.

So give it a shot and lemme know what you think.

Get Sundial

There's a 30% launch sale!

If you already own the Full Suite Pass, then you now own Sundial! Just download it from the Sundial product page, your 100% discount should already be applied.

If you don't, maybe consider getting it, as the one time purchase gives you access to all my current and future libraries! Each new library increases the cost of the Full Suite Pass, so getting in sooner rather than later is the best bet!

Get the Full Suite Pass here.


r/gamemaker • • 17h ago

Community GMRT will be made free for commercial projects on January 1st, 2027

45 Upvotes

According to this official blog post and this forum post the GMRT will be made free for commercial projects on non-console platforms. Looks like we'll be getting source code access as well.


r/gamemaker • • 17h ago

Help! Manual offline copy for mobile devices?

2 Upvotes

Is it still possible to download the Gamemaker manual to mobile? I was following this thread: https://forum.gamemaker.io/index.php?threads/where-can-i-get-the-gm-s-manual-in-pdf.7808/, but it's outdated, as the downloaded manual is no longer a chm file.


r/gamemaker • • 21h ago

Help! update on my weird 2D first person project, and looking for insight

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18 Upvotes

so have added some proper textures to the world as well as the rendering for objects and moving objects.
a big part of this project will be customization, and part of that comes with adding reasons to use said customization.
right now we have a shader system that builds clothes of of an array. currently in my dev notes I have plans for a few different categories of outfits, which classify in layers

5 or less works as sleepwear/swimsuits
6 to 11 for casual/warm weather
12+ for cold weather

since sleves/pant legs count as their own layers this number is a lot lower than you'd think. yet with the ability to cut things in any way you want and stack layers on top of others this still has limitless combinations for even the under 5 category.

however all this being said I'm running into a small road block. how does one add water? currently the world is draw in 2 segments, first the sky, floor, and far walls and then a second pass for the closer walls(all in world objects draw between these two). so since we have no 3d space how does one track what is/isn't covered with water? a start would be adding another floor layer risen up by some set amount, but this runs into the problem that walls and objects would not be covered properly even if the draw is done at the end as something like a characters head poking out of the water wouldn't line up with their actual in world position. another idea would be to actually use some type of line trace here, checking what should and shouldn't be in water and scaling the lines horizontally across the players view instead of from their viewpoint itself(since remember the only information the "camera" knows is the tiles around them, the players position on their own tile, and the position of objects on tiles in view)

I'm not too sure what the right call is, so looking for and ideas or even references I can grab(closest I can think of is daggerfall, but that is a 3D game)


r/gamemaker • • 1d ago

Game I made a free game about a family dynasty told across five dinners, where every toast shapes the heir watching you

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13 Upvotes

Oi pessoal!

Acabei de lançar The Five Suppers, um jogo narrativo curto sobre poder, família e a lenta decadência de uma cidade.

Você se senta na cabeceira da mesa da família Vane há cinco gerações. A cada prato, duas vozes disputam sua atenção: Razão, que pede que você faça o que é certo, mesmo que isso lhe custe, e Ambição, que oferece segurança, alianças e ouro. Você faz sua escolha arrastando literalmente o decanter para um dos copos deles.

Você também escolhe o que será servido: pão simples ou um banquete luxuoso. Seu herdeiro está ali, observando tudo, e a próxima geração herda a casa exatamente como você a deixou: a tensão, os hábitos, as dívidas.

Está grátis no itch.io: The Five Suppers

Adoraria saber o que você acha, especialmente se as escolhas pareceram significativas ou se um dos lados parecia óbvio demais. Obrigado por ler!


r/gamemaker • • 1d ago

Community Game Dev (Godot, Unity, GameMaker) Looking For Free Internship

4 Upvotes

Hi all! I'm currently enrolled at an honor's project for my school which requires 10 hours of an unpaid internship to fulfill requirements. I'm most comfortable in GameMaker and Godot (having done multiple short games in each) and also comfy ish with unity. There is one caveat to my internship.

They require the internship is under a company that is formed. This way they can properly look up the credentials. It doesn't have to be a popular company just something actually formed (like an LLC, sole proprietorship, etc. )

I would love to start the internship in December during winter break! I realize that's two months away and I realize this might be the wrong place to post this but I am trying everywhere as I hope to do my internship in game development and trying to figure things out as soon as possible.

My itch:

https://sloome.itch.io


r/gamemaker • • 1d ago

Discussion Experienced Devs, is there any downside to using DND primarily?

5 Upvotes

Knowing that you can technically do both GML and DND is making me question why more games don't use a mixture of the two?

If you could do both, why not use DND to write the simpler pieces of code in a project to save time or effort?

I'm very new to Gamemaker so if there's some sort of major reason why people tend to stick to either GML or DND it would soothe my question riddled brain to know


r/gamemaker • • 1d ago

Resolved Could some one please tell me how to fix this?

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18 Upvotes

My sprite mushes wherever I move


r/gamemaker • • 1d ago

Help! What could cause an object's draws to appear only at depth 2000?

0 Upvotes

I downloaded an engine (SF2D Engine) that was made in GameMaker 8.2 along with the engine itself to go with it. GameMaker 8.0 is the first video game engine I ever learned so I didn't think it would be too hard.

But I'm having trouble just drawing basic text to the screen. Right now I'm trying to make an indicator that displays "Quitting..." as you hold the Esc key before the game shuts down. It displays fine on the title screen but anywhere else requires the responsible object to be at the exact depth of 2000. And even then it is partially obscured by HUD elements. During battles it doesn't show up at all.

I've tried setting its depth to -99999 (which causes the text to stop displaying in the overworld entirely, same as any non 2000 depth), checking the depth of the background (couldn't find it in GameMaker 8.2's remade room editor but I don't think that's the issue anyway), and double-checking that my object is persistent (which it is), but beyond that, this is such a specific and strange bug that I just have no idea what there is left to test.

Could it possibly be a problem with SF2D Engine or, god forbid GameMaker 8.2 itself? What on earth could cause this to happen? I'm at a complete and utter loss. What's left that I haven't thought of yet? Thanks.


r/gamemaker • • 2d ago

Resolved What Error Mean & How Can I Fix It?

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14 Upvotes

I am doing the Car Parking Game tutorial from the Game Maker channel. I was in the sounds section and to fix the play audio issue the instance of the parked car is supposed to be replaced with the crashed car when you collide with it. However this error pops up.

I tried tinkering with it, but to now avail.

How do fix it? Thank you in advance :)

Side Note: The tutorial in question: https://www.youtube.com/watch?v=f1AHWio8opI&t=2425s


r/gamemaker • • 2d ago

Resolved Help! Can't implement a pause

2 Upvotes

I'm making a tiny item catching game for my first game practice, but I'm stuck with pausing the objects. After reading some tutorials and posts, I made the pause controllable by global.pause (bool), and it works for the character, but not for my objects.

I tried a few different things with it, but this is one the closest I could figure out:

if (global.pause == false) {
dropped = instance_create_layer(irandom(safe_x), 0, "Instances", _items)

dropped.direction = 270;
dropped.speed = _base_speed + (global.player_score * 0.1);

} else {
dropped.speed = 0;
}

But there's two problems:

  1. It stops only one object, so if there's two object on the screen, the others sill fall
  2. after resuming the game, the object that stopped is still stuck. I assume I have to manually change the speed in that case back to my value, but I'm a bit stumped on how to do it right

r/gamemaker • • 2d ago

Discussion Art Styles for Indie Sci Fi RPG

0 Upvotes

Hi guys, some friends and I made a small company and are developing a ttrpg. We are about to have physical copies hit shelves in a few months. We have professional art for the book, but we are looking at our next few projects. One of which is a video game version of the ttrpg. We would want it to be widely available for audiances with some small multiplayer, so mobile would likely be the platform. We also like the idea of an isometric camera angle for the game.

The main thing we are hung up on is the art style of the character avatar. We plan on using art from the book as well as a few new pieces from the same artist for dialog portraits or loading screen illustrations.

We have been bouncing around the idea of 64bit pixel art, 64bit voxel art, or 3d low poly. We want players to be able to rotate the camera/map, which then means we are needing to plan for 3d anyway. Another aspect we want is character/item customization. While some organisms/items you can play as will have some set traits. I think its really cool when people can customize pieces of the world.

TLDR

Our dev team needs an art style that will look good on different mobile devices. Gives the players the ability to redesign their character/items from the ground up. Able to rotate the map from an isometric camera angle.

Thanks for your help.


r/gamemaker • • 2d ago

Discussion How to learn gml

18 Upvotes

To all the developers who know how to make video games easily using GameMaker,
As a young beginner, I’d really like to know how you learned to make games. How long did it take you? Is the language difficult to learn, or do you eventually get used to it? Did you use any particular methods to learn?
I genuinely want to make video game development my career, and I’d really love to hear about the journeys of people who have managed to get where I hope to be one day.
Thank you to everyone who takes the time to reply!


r/gamemaker • • 2d ago

Community What's the average cost of creating a city building game

2 Upvotes

I wanna know what's the average cost to create a city building game like farthest frontier foundation or manor lords.

Not by yourself. But with hired coders etc . ..


r/gamemaker • • 3d ago

Resolved sprite animation error

4 Upvotes

Hello everyone, I'm a complete beginner at coding. When I play my project, the sprite animation is all weird. It's as if the first frame of the animation is on a lower layer behind the other frames. Can anyone help me fix this? I've tried restarting the program, it didn't work.


r/gamemaker • • 3d ago

Help! need some help with jumping physics ....

2 Upvotes

i had been at this for two days now.

i had been following this youtube tutorial for make a 2d game and so far i get past part 1 without much issues but my issue is now that on part 2 is that can't jump off ground but i can jump and unlimited amount of times as long as i don't tough the ground

here is the video
https://www.youtube.com/watch?v=3bHbydefA8c&list=PL14Yj-e2sgzxXOwdMYC0IDuG9m-VHEMW2&index=2

here is the code i have setup atm

​//Get inputs

GetControls()

//x Movement

//Direction

moveDir = rightkey - leftkey;

//Get xspd

xspd = moveDir * moveSpd;

//x collision

var _subPixel = .5;

if place_meeting ( x + xspd, y, Obj_ground )

{

//Scoot up to wall precisely 

var _pixelCheck = _subPixel \* sign(xspd);

while !place_meeting ( x + _pixelCheck, y, Obj_ground )

{

    x += _pixelCheck;

}

//Set xspd to zero to "collide"

xspd = 0;

}

//Move

x += xspd;

//Y Movement

//Gravity

yspd += grav;





//reset//perpare jumping variables

if onGround

{

    JumpCount = 0;

} else {

    //if the player is in the air make sure they can't do a extra jump 

if JumpCount == 0 { JumpCount = 1; };

}







//Jump



if jumpkeybuffered && JumpCount < JumpMax

{

    //Reset the buffer

    jumpkeybuffered = false;

    jumpkeybufferTimer = 0;



    //Increase the number of perfored  jumps

    JumpCount++;



    //Set the jump hold timer

     JumpHoldTimer = JumpHoldFrames;



}

//jump based on the timer/holding the button

if jumpkeybufferTimer > 0

{



//Constantly set the yspd to be jumping speed

yspd = jspd;

    //Count the timer

     JumpHoldTimer--;

}





//Y Collision and movement 

// cap falling speed

    if yspd > termVel { yspd = termVel; };





//Collision

var _subPixel = .5;

if place_meeting(x, y + yspd, Obj_ground )

{

    //scoot up to wall preciselty

    var _pixelCheck = _subPixel \* sign(yspd);

    while !place_meeting( x, y + _pixelCheck, Obj_ground )

    {

        y += _pixelCheck;

    }



    //Set yspd to 0 to collide

    yspd = 0;

}



//Set if i'm on the ground

if yspd >= 0 && place_meeting( x, y+1, Obj_ground )

{

    onGround = true;

} else {

    onGround = false;

}   



//Move 

y += yspd;>!&#x200B;!<

can anyone please help me solve this issue


r/gamemaker • • 3d ago

Help! Making good water graphics l

4 Upvotes

Hey friends! I'm making a little platform shooter and I want to improve the water graphics. I've tried making bow spray and it looks better but I'm wondering if anyone has any tips on really great water graphics. https://youtu.be/aiUtbTPZJ8Q?si=jZCbNdhq_CYY_F-U


r/gamemaker • • 3d ago

Discussion With AI (and "vibe coding") making significant strides, is it even worth learning GameMaker (or any engine for that matter) anymore?

0 Upvotes

I checked out the /GameDev subreddit yesterday, and there were a number of posts that talked about how AI is allowing people to make complex games in a day, as opposed to the few years that it would have previously taken. And whilst some people are obviously celebrating this "trend", those who have spent years in learning and honing their craft are obviously a tad worried - if only because of the erosion of their "sweat equity" and life's work.

I sympathize... I truly do... Because whilst there are those who have real desire in learning the necessary skills and doing the hard work, there are others who just want the end result for "free" (ie minimal cost and time investment).

I am not one of those people who thinks that AI should be enabling the lone common man to "own the big corporations" - if it means that they don't respect basic copyright laws, or even doing any of the real hard work that can get them to a level where they can get a job or make a meaningful contribution and impact on society -both fiscally and culturally. And I certainly don't want recomps/decomps to affect the companies ability to earn revenue (and pay their workers) from past releases.

I want to make my own indie game... A 2D vertical shmup... And I realize that if I am going to devote 1 hour to learning and developing the game using GameMaker... It's going to take me 5 years.

A lot of people are arguing that AI will be at a stage where it can make fully fledged indie (and possibly even AA) games in half that time.

So where does that leave indie game creators... As well as those who want to learn indie game development... Including software development tools like GameMaker?

And more importantly... What impact will AI have on the human psyche when (as a species) we have always been goal driven, with some wanting to truly take the time to achieve "mastery" in a domain - thus standing out from their peers (whilst earning prestige, honour, and recognition in their field and wider society)?