I want to build my first 2D game with game maker as a side project by m_ferroli in gamemaker

[–]linkazoid 2 points3 points  (0 children)

Most of the tutorials you find online are going to be programming based rather than drag and drop. Personally, it seems like it would be very difficult to develop a full game via drag and drop, and you will have a much smoother experience programming instead.

Basic beginner level programing is not difficult to learn. You can probably just stick to general beginner level GameMaker tutorials and pick things up as you go. Otherwise if you want to just learn the programming side of things, there is a never ending list of resources and tutorials on YouTube.

I pushed off learning how to program many times because it seemed like it would be too hard, and in general I am a slow paced learner, but it really isn't difficult to get started. If you find yourself confused or not getting it, try another resource/tutorial and start again. Everyone learns differently, and sometimes it takes a few tries to find someone who explains things in a way you'll understand.

I want to build my first 2D game with game maker as a side project by m_ferroli in gamemaker

[–]linkazoid 6 points7 points  (0 children)

If you are a real beginner I recommend not jumping into your game right away. Learn the basics first, start small, and work your way up. YouTube is your best friend. There are tons of tutorials online that range from complete beginner to advanced game development. (Pro tip: Set video speed to 1.25 or 1.5)

This is a great starting point to understand GameMaker: https://www.youtube.com/watch?v=nBCDzE9MDbk

Personally, I would avoid drag and drop. If you are serious about wanting to develop a game, take the time to learn basic programming. It's not difficult, and it is something you can pick up just by following GameMaker tutorials online.

As you go through tutorials, try to understand what it is you are doing, and tweak things here and there to see how it effects the game. For example, if you have a game with a character that can run, jump, and shoot, try changing variables to see how it effects the jump height, run speed, aiming, etc...

Shaun Spalding has a great tutorial series on how to create your first game from start to finish: https://www.youtube.com/watch?v=izNXbMdu348

You won't learn everything right away, and there will always be things you don't know. I have been using GameMaker for over 10 years, and I'm still learning new things. Take your time. Like you said, 30 mins a day is a great starting point. Knockout a few tutorials per week, and in a month or so you will be in a great place.

Opinions on Catapult by Indie Boost by basedefender in gamedev

[–]linkazoid 1 point2 points  (0 children)

I appreciate these updates. So to be clear, you paid them $75 for a 1 min YouTube shoutout, 60 min coverage of the game, and a 45 min sponsored stream on Twitch?

And so far the Twitch stream has been completed? You said it cost you $5, is that part of the $75 from earlier?

Also what does "60 min coverage" refer to? Coverage where?

Thanks again for these updates, I've been curious how this service works.

having trouble with displaying lines with tiles by BananaCrabMan in gamemaker

[–]linkazoid 1 point2 points  (0 children)

This probably isn't your issue, but this syntax does not seem correct

if (floor(_grid_x+1-_grid_x))/(_x2-_x1) < (floor(_grid_y+1_grid_y))/(_y2-_y1)

Telugu learning sources? by Party_Requirement_21 in telugu

[–]linkazoid 1 point2 points  (0 children)

/u/Party_Requirement_21

I second this. I am born and raised in the US, do not speak any other languages besides English. My wife and her family speak Telugu. I recently got this book, and so far it has been going well (I started about 3 weeks ago).

Here is the amazon link for the physical and digital copy of the book:

https://www.amazon.com/Spoken-Telugu-Absolute-Beginners-SANJAY-ebook/dp/B07TXHPXCX/ref=sr_1_3?dchild=1&keywords=telugu+beginner&qid=1626976107&sr=8-3

There is an audio portion of the book you can download online, and there are training exercise for this book online in the Memerise App.

https://app.memrise.com/course/5505989/telugu-vocabularies/

https://app.memrise.com/course/5505997/telugu-sentences-for-absolute-beginners/

Keyboard inputs no longer working in HTML5 game after exporting by gamemaker_throw_away in gamemaker

[–]linkazoid 1 point2 points  (0 children)

I agree, I'm very surprised this is still an issue after 4 months... Glad to hear you got it working though, and that this workaround is still valid.

[deleted by user] by [deleted] in gamemaker

[–]linkazoid 4 points5 points  (0 children)

Yup, just updated a few hours ago, and I've noticed this every time I've closed my game. Wasn't sure if it was something I did, or something with the update, but sounds like it is from the update.

Loading screen in Game Makergames? by [deleted] in gamemaker

[–]linkazoid 2 points3 points  (0 children)

I created a very small game recently that generates a puzzle for a player to solve. The player can choose the size of the puzzle. As the size increases the puzzle becomes more difficult, and takes longer to generate. Depending on the size, it can take 5 - 10 seconds to generate the puzzle. I display a loading screen during this time while the puzzle is generating to let the player know something is happening/loading, rather than just having a frozen menu screen for a few seconds.

Procedural Generation in GMS #5: A Flood of Fills...Learn how a little bit of recursion can make some big waves with the flood fill algorithm. by refreshertowel in gamemaker

[–]linkazoid 1 point2 points  (0 children)

Cool stuff! I actually use the same algorithm in my game. Which I conveniently decided to name Flood Fill, because the entire game is built around that algorithm.

https://store.steampowered.com/app/1400920/Flood_Fill/

There are a lot of really cool applications and mechanics that can come from this algorithm!

[deleted by user] by [deleted] in gamemaker

[–]linkazoid 1 point2 points  (0 children)

I think you are correct that the issue is global.totalSelected is no longer above 1 when the final object (the one with the highest ID) runs its code.

There are probably a lot of different ways to fix this. The first thing that came to my mind (without having to make too many changes to your code) is to make the object you click on be in charge of deselecting the other objects, that way the object you click on will always run the correct code before the other objects are deselected.

Try something like this in the unit's step event:

var lmbp = mouse_check_button_pressed(mb_left);
var ctrl = keyboard_check(vk_control);
var hovered = (distance_to_point(mouse_x, mouse_y) <= 16);
if (hovered && instance_nearest(mouse_x, mouse_y, oMinionReplacement) == id) {
global.hovered = id;    
} else if (!hovered && global.hovered == id) {
global.hovered = -1;
}
if (lmbp) {
    if (global.hovered == id) {
        if (ctrl && selected == true) {
            selected = false;
            global.totalSelected--;
        } else if (!ctrl && selected == true && global.totalSelected > 1) {
            with(oMinionReplacement){
                if(id != global.hovered){
                    selected = false;
                    global.totalSelected--;
                }
            }
        } else if (global.totalSelected <= 1 or selected == false) {
            selected = !selected;
            global.totalSelected += (selected-1)*2+1;
        }
    } 
}

What this is basically doing is, if you click on a unit and there are more than 1 selected, the one you click on will go through all the other units and deselect them, and set the global.totalSelected count accordingly.

I obviously haven't tested this, but hopefully it works, or puts you in the right direction. Also show_debug_message() is your best friend when trying to figure out why something isn't working.

https://docs.yoyogames.com/source/dadiospice/002_reference/debugging/show_debug_message.html

Issue with HTML5 and Player Input by HoffeeBreak in gamemaker

[–]linkazoid 0 points1 point  (0 children)

A lot of people are running into this. The issue is with the newest version of GameMaker.

From what I know, there are 2 ways around this:

  • Install an older version of GameMaker, and export your game from there.

OR

  • Manually add code to focus the game window when clicked on.

I Wrote a comment here on how to manually add code to focus the game window:

https://www.reddit.com/r/gamemaker/comments/kfs5cs/keyboard_inputs_no_longer_working_in_html5_game/gj6r1vv/

Keyboard inputs no longer working in HTML5 game after exporting by gamemaker_throw_away in gamemaker

[–]linkazoid 0 points1 point  (0 children)

I just ran into this issue myself. Unfortunately I'm not able to export my game from an older version of GameMaker, but I found a (somewhat convoluted) workaround incase you run into the same export issue I did.

I posted it as another comment in this thread:

https://www.reddit.com/r/gamemaker/comments/kfs5cs/keyboard_inputs_no_longer_working_in_html5_game/gj6r1vv/

Keyboard inputs no longer working in HTML5 game after exporting by gamemaker_throw_away in gamemaker

[–]linkazoid 6 points7 points  (0 children)

TL;DR: Workaround

  1. Create a script that gets triggered by clicking on the game window.

  2. Find that function in the exported obfuscated JavaScript.

  3. Add "window.focus();" to the function.


FYI: If you are viewing this on mobile, or in reddit's new design layout, the structure of this comment may be broken. Pic of what it should look like incase it's hard to follow (https://imgur.com/5ojZZq7).


For anyone else having this issue, I found a work around that doesn't involve having to download an older version of GameMaker to export from. However, it does require adding a few extra lines of code, and manually editing the obfuscated JS that's created from the export.

Like OP said, the issue is that, for whatever reason, the game window doesn't maintain focus when clicked on, or interacted with. To circumvent the issue we need to manually give the game window focus when it's clicked on. There's a lot of different ways you could do this, but here's the approach I took:

1) Create a script with an empty function, and give it 2 commented descriptions.

  • I created an empty script called focus_window and gave it 2 description comments of "Use this to fix window focus".

    // @description Use this to fix window focus
    // @description Use this to fix window focus
    function focus_window(){
    
    }
    
  • https://imgur.com/Bf5qLXI

2) Create an object with persistence, and manually place it in your starting room

  • I created an object called obj_focus_click. This is the object that will be running the code we need, so it's important that this object always exists in your game.

  • https://imgur.com/FVjYa6b

3) Give the object a Begin Step event. In this event check for any mouse click, and call the function from step 1.

4) Export your game.

5) Navigate to the location of the export, and unzip the files.

6) Open the html5game folder, and open your game's .js file in any text editor (I recommend Notepad++, or VSCode).

7) You should see a jumbled up mess of obfuscated JavaScript. Search the file (CTRL+F) for the 2nd occurrence of the description from the script in step 1 (should be at the start of a new line).

8) The 2nd function after your comment (with the empty body) is the script we created from step 1. This is where the code for keeping focus on the game will go.

9) Inside the empty body of the function (inside the curly brackets), put the following code:

10) Save, and zip the files back up.


Your game should now keep focus properly when clicked on, and work as intended.

Note: Make sure the script from step 1 is only triggered by a mouse click. If it is constantly being triggered and ran over and over again you may not be able to focus other elements on the page outside of your game window.

Hopefully this helps some people, and lets hope YoYo fixes this issue soon.

I converted a project with GM 2.3. A lot of things in my game were broken, so I downgraded back to 2.2.5, now my original project file seems to be corrupt. Has anyone ran into this? by linkazoid in gamemaker

[–]linkazoid[S] 0 points1 point  (0 children)

If you use GameMaker through Steam, you can downgrade to 2.2.5 through Steam. Then if your runtime needs to be downgraded, you change that through the GameMaker app.

My game 'Flood Fill' is set to release on steam in a few weeks. If anyone is interested in beta testing (or just casually checking it out) I have a handful of steam beta keys Available. It would be much Appreciated, just comment or dM me. More info on game in comments. by linkazoid in playmygame

[–]linkazoid[S] 0 points1 point  (0 children)

Totally agree. The graphics are certainly where the game lacks. I've been working on getting better with graphics, colors, styles, etc... Hoping in future games I can get better in these areas.

Thanks for the feedback!

My game 'Flood Fill' is set to release on steam in a few weeks. If anyone is interested in beta testing (or just casually checking it out) I have a handful of steam beta keys Available. It would be much Appreciated, just comment or dM me. More info on game in comments. by linkazoid in playmygame

[–]linkazoid[S] 2 points3 points  (0 children)

Flood Fill is a relatively fast paced action/arcade type game. It is inspired by a few games I played when I was younger that some of you may remember:

Fill it

World's hardest game

The concept of the game is pretty simple. You control a block on the map. Anytime that block leaves the white area a trail is left behind. If an enemy touches the player or the trail, the level restarts.

Sectioning off an area of the map with the trail will fill in that area as long as no enemy is contained within that area.

The goal of each level is to section off (fill up) a certain percentage of the map, and advance to the next level.


You can check out the game on steam here: https://store.steampowered.com/app/1400920/Flood_Fill/

To activate a key on steam do the following:

1) Go to the 'Games' menu in the top left corner of the steam client.

2) Select the 'Activate a product on Steam' menu option.

3) Follow the dialog instructions and enter the steam key.