Game Maker Logo Image from appindex.com For this tutorial, we will be using Game Maker, a very powerful game engine that makes it possible to create games (essentially 2D) using drag and drop features. This software requires no programming skills, although you may, if you wish, use a built-in scripting language (GML) to harness more advanced features. Prerequisites for the tutorial. Be comfortable with using a mouse and a keyboard. An interest in game development. A computer equipped with Mac OS X or Windows XP/Vista/7.
Length of the tutorial This tutorial should take 5 minutes to complete (excluding installation time for Game Maker) Objectives of the tutorial After completing this tutorial you should be able to:. Create sprites. Create objects.
Create a room. Move a character based on keyboard inputs (e.g., arrows). Change Sprites based on direction Acquiring the assets for your game. Dance.love kaskade. Download the assets to create your game. Save the zip file on your desktop. Unzip the folder, you should obtain a folder called ‘pacman’ that includes images Creating your sprites To create a moving character, we need to create an object; this object will be using a sprite that will define its appearance, and the object will then be added to a room, which is where the game takes place.
Launch Game Maker from the shortcut located on your desktop. From the top menu, select: Resources Create Sprite. A new window should appear. In the section labelled Name, type “ pacmanleftspr”: it is often useful to give unique names to your resources, and a good practice to add spr to sprites’ names and obj to objects’s names. Click on the button labelled Load Sprite. In the new window labelled Open Existing File, click on the folder where you have saved the sprites downloaded previously, and display its content (e.g., Desktop). Open the folder labelled pacman, that you have created previously (from the zip file that was downloaded).
Select the image labelled pacmanleft, and click on the button labelled Open. This should display a preview of the animated image on the right-hand side of the sprite window in Game Maker.
Click the button labelled OK. Repeat steps 2 to 9 to create additional sprites for Pac-Man using the following labels and files:. New sprite labelled pacmanrightspr using the image pacmanright. New sprite labelled pacmanupspr using the image pacmanup. New sprite labelled pacmanrightdownspr using the image pacmandown.
New sprite labelled pacmanstandspr using the image pacmanstand At this stage, you should have five different sprites ready to be used for your character as illustrated on the next Figure. Shortcut to create sprites. We will now create a corresponding object. An object is a container that you can move around the room and which appearance is defined by a sprite.
As we will see later, the appearance of your object can change overtime, based, for example, on its movement (e.g., animated character). Creating your object.
From the top menu, select: Resources Create Object. A new window should appear. In the section labelled Name, type pacmanobj.
Leave the box labelled Solid empty (we will use this feature at a later stage for walls). In the section labelled Sprite, click on the text and select pacmanstandspr from the list. Click on the button labelled OK. Shortcut to create objects Creating a room and adding the main character At this stage, we have an object with an associate sprite and we want to add it to the room, to possibly move it with the arrow keys.
First, let’s add this object:. From the top menu, select: Resources Create Room. A new window should appear. At the top of the window, enter the number 32 in both fields labelled SnapX and SnapY: this is because the sprites that we will be using in this room have a size of 32 by 32 pixels; so that they “snap” perfectly to the room tiles, we arrange the room accordingly.
Creating a room. Click on the tab Settings. In the section labelled Name, enter the text Level1.
We, could, however, call this room any other name. Click on the tab labelled Objects: this tab is used to add/remove objects from the scene. In the new tab, click on the empty field below the label “ Object to add with the left mouse” and select the object pacmanobj, that you have created previously. As you can see, this object is already displayed by default. As we will see later, the last object created in your project will usually appear first in this list.
Once this object has been selected, you can perform a left-click anywhere in the room to add the pacmanobj object. Select Run Run Normally from the top menu (or the green triangle from the tool bar located at the top of the GameMaker window; this should display your first level, which, for now, just consists of a Pac-Man object. Press the key on your keyboard to go back to game maker Moving Pac-Man So far we have added Pac-Man to the first level; however, we need to control our character so that it can navigate through the level. Double click on the “ pacmanobj” object, this should open a window with the properties of this object. Click on the button Add Event located at the bottom of the window. In the new window, click on the button Key Press, then on the button. This should add the event “ Press ” to the event window.
At this stage, we need to associate an action to the event that we have defined. In other words, we need to tell GameMaker what should happen in the “event” that the user presses the right arrow key. What we would like, in this situation, is for Pac-Man to start moving to the right and we will select the corresponding action in Game-Maker. You will notice a selection of tabs to the right of the action window, one of them is labelled “ Move” and contains actions related to characters’ movements.
From the “ Move” section of the window, drag the top left icon (red star) and drop it in the “Action” section, as described in the next figure; this should open a window called “ Move fixed”. Adding movement. In the new window, click on the right arrow and set the speed to 2. Applying movement. Click on the button labelled OK.
Repeat steps 2 to 9 to create movement to the left, up, and down. Test your game ( Run Run Normally). You should see Pac-Man moving in all four directions as you press the left, right, up, and down arrows. Stopping Pac-Man: At this stage, you should have a Pac-Man moving in all four directions. However, you need to make sure that it stops when the keys are released; let’s modify our programme accordingly:. Double click on the pacmanobj object, this should open a window with the properties of this object.
Click on the button Add Event located at the bottom of the window. In the new window, click on the button Release. This events correspond to any key being released. So in our case, if any of right, left, up or down keys are released, this event will be triggered. From the “ Move” section of the window, drag the top left icon (red star; same a previously) and drop it in the “ Action” section; this should open a window called “ Move fixed”. In the new window, click on the middle square and set the speed to 0.
Close the window for this object and test your room again. You should now notice that Pac-Man stops whenever a key is released. Last Step: Changing Pac-Man’s appearance At this stage, Pac-Man can navigate in all four directions and stop when a key has been released; however we could improve the appearance of the game by changing the sprite representing Pac-Man depending on its direction. Double click on the pacmanobj object (left-hand window). Select the event Press.
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Click on the tab called Main1 and drag and drop the icon Change Sprite the action window, as illustrated on the next figure. All Events and Actions The End (for now) That’s it. You have managed to move Pac-Man in all four directions and to stop its movement when the keys are released. You can, of course, apply these principles, to any other game object or type of game. The important principles to bear in mind here are as follows:. Actions are performed when an event occurs. An event is defined for a particular object.
Each object needs to be created and added to the room. Each object can be based on sprites that need to be created accordingly. The appearance of an object can change overtime by allocating different sprites.
Pac-Man Image from arcade-museum.com Prerequisites for the tutorial. Have completed.
Be comfortable with using a mouse and a keyboard. An interest in game development. A computer equipped with Mac OS X or Windows XP/Vista/7.
Length of the tutorial This tutorial should take 5 minutes to complete Objectives of the tutorial After completing this tutorial you should be able to:. Manage collisions. Collect objects. Destroy Objects Acquiring the assets for your game. Download the assets to create your game.
Save the zip file on your desktop. Unzip the folder, you should obtain a folder called ‘pacman’ that includes images Adding walls to the room At this stage, we only have Pac-Man moving around the room, and we may need to ad more objects, including walls and dots to collect.
Let’s add two sprites, one for the wall and one for the dots to be collected:. From the top menu, select: Resources Create Sprite. A new window should appear. In the section labelled “Name”, type “ wallspr”. Click on the button labelled “ Load Sprite”. In the new window labelled “Open Existing File”, click on the folder where you have saved the sprites downloaded previously, and display its content(e.g., Desktop). Open the folder labelled “ pacman” that you have created previously (from the zip file that was downloaded).
Select the image labelled “ wall”, and click on the button labelled “Open”. This should display a preview of the animated image on the right hand side of the sprite window in Game Maker. Click the button labelled “OK”. Repeat these steps to create a sprite called dotspr based on the sprite dot.gif At this stage, you should have two additional sprites ready to be used for new objects as illustrated on the next Figure. New sprites for walls and dots We will now create a corresponding object.
2 Player Pacman Games Online
Creating new objects:. From the top menu, select: Resources Create Object. A new window should appear. In the section labelled “Name”, type “wallobj”. Leave the box labelled “Solid” empty (we will use this feature at a later stage for AI). In the section labelled “Sprite”, click on the text “ and select “ wallspr” from the list. Click on the button labelled “OK”.
Room with walls Managing collision between Pac-Man and the walls Once you have created the walls, it is now time to manage collisions and this will be done using events:. Double-click on the Pac-Man object on the left-hand side of the screen. This should display its properties. Click on the button labelled “Add event”. Click on the event “Collision” and select the object “ wallobj” to specify that you want to specify actions when the pacmanobj object collides with a wall.
This should add a “wallobj” collision event in the event window. Click on the tab labelled “ Move”. From the “ Move” section of the window, drag the top left icon (red star) and drop it in the “Action” section; this should open a window called “ Move fixed”.
In the new window, click on the middle square and set the speed to “0”. By doing this, we specify that the object should not move (or stop moving) as illustrated on the next Figure. Stopping the character after collision Once this has been done, click OK and test your game to ensure that the collision is accounted for. Adding dots to the room So far we have managed to account for collisions with walls as Pac-Man moves around the maze. However, in the original game, Pac-Man also need to collect dots (in fact all the dots in the level) to be able to proceed to the next level. Let’s add these dots and implement a pick-up mechanism. Open the properties of the room that you have created previously by double-clicking on its name in the list located on left-hand side of the screen.
Once the room properties window is open, click on the tab labelled “Objects”: this tab is used to add/remove objects from the scene. In the new tab, click on the empty field below the label “Object to add with the left mouse” and select the object dotobj, that you have created previously. Once this object has been selected, you can perform a left-click anywhere in the room to add the dotobj object to the room. Note that to make things a little bit faster, you can keep the SHIFT key pressed after left-clicking, and just drag your mouse around the screen where you want to add new objects. Adding dots to the room Last item: collecting dots We can specify what should happen when Pac-Man collides with them. In this particular instance, the dot should disappear (we could also increase the score by 1).
Double-click on the Pac-Man object on the left-hand side of the screen. This should display its properties. Xtreme tuner. Click on the button labelled “ Add event”. Click on the event “Collision” and select the object “ dotobj” to specify that you want to set actions when the pacmanobj object collides with a dot. This should add a “dotobj” collision event in the event window.
Click on the tab called “ Main1” and drag and drop the icon “ Change Sprite” to the action window, as illustrated on the next figure. Destroying the dot after collision. In the new window, select the option “other” to specify that the other object involved in the collision (i.e., the dot) should be destroyed, as described on the next figure. Click OK and test your game The End (for now) That’s it. You have managed to move Pac-Man in all four directions and to stop its movement when the keys are released. You can, of course, apply these principles, to any other game object or type of game. The important principles to bear in mind here are as follows:.
Actions are performed when an event occurs. An event is defined for a particular object. Each object needs to be created and added to the room. Each object can be based on sprites that need to be created accordingly.
The appearance of an object can change overtime by allocating different sprites Congratulations, you can.
This tutorial is for: Beginners. Difficulty:1/10 What's covered: -How to load images, backgrounds, and sounds.How to make an 'object'.
This is things like a character, a wall, and basically everything in your game that is NOT a background, sound, or image.How to make a 'room'. This is where the game will take place.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- So you want to make a game but you don't know how.
Well, you've come to the right place. The first thing you must know is once you start, it's addicting. You might need to follow some other tutorials I make after this. And remember. Well, I'll just quote what I said to someone once (He was being a nub and wouldn't stop uploading useless games.) 'A great game takes time. These games you made didn't.
I don't know if you're new or not, but you should try and learn that great games are made by people with experience. Maybe learn more, and then post a new game. None of us care how long it takes. But remember, don't give up.' You should listen to that guy.
He sounds like he knows a thing or two. Now, without further ado, the tutorial. If you like the windows explorer look better, use the left pane. If you like quicker, use the top buttons with the pictures. If you're using the left pane, you must right click the folder and click 'Create whatever.'
Create a Sprite 2. Create a Sound 3. Create a Background 4. Create an Object 5.
Pacman Old Version
Create a Room.BELOW THIS POINT, YOU DON'T NEED TO RIGHT CLICK TO USE THIS IN EXPLORER VIEW- 6. Edit game information. Edit game settings 8. View Game Maker help file. (I recommend viewing this after this tutorial if you don't understand it.) 6 and 7 are a little complicated. Leave them alone for now.
Now the second picture. If you don't know these, please go back to a typewriter, or DOS. It's easier there. Create stand-alone excutible.
Creates an.exe of the game. This won't let you see all this menu junk when you load that.exe.
Publish to yoyogames. 7.Run in debug mode. Leave this alone. Now let's learn about sprites. What is a sprite? Sprites were originally invented as a method of quickly compositing several images together in two-dimensional video games using special hardware.
As computer performance improved, this optimization became unnecessary and the term evolved to refer specifically to the two dimensional images themselves that were integrated into a scene. That is, figures generated by either custom hardware or by software alone were all referred to as sprites. As three-dimensional graphics became more prevalent, the term was used to describe a technique whereby flat images are seamlessly integrated into complicated three-dimensional scenes. Thanks Wikipedia!!! Anyway, enough with the credited plagarism. Let's look at picture one.
The sprite viewing area. Load sprite button.
Edit sprite button. This will be covered in a later tutorial. Again, this will be covered in a later tutorial. Sprite details. A subimage is the number of frames a sprite has. If it's greater than 1, its considered animated.
Okay, time for pic two. This is how you load anything Game Maker related. Pic 3 Loading complete. You'll see how everything has changed. I also changed the sprite's name. On to sounds. First, select your sprite.
Now, before we can do anything, we need events. This is when an action will happed. Actions are on the right. Click Add Event Now click Keyboard.
NOT key press or key release. Then click left. Repeat for all four directions.
Click Add Event Now click Keyboard. NOT key press or key release.
At the bottom, there's one called No Key. Choose that one. Click Add event Go to Other Click Outside room Click Add event Click Create There's all the events we need. Now click the Left event. In the Actions, click the red arrows pointing in 8 directions.
You have to drag it to the empty white box. A box will pop up.
Click the left arrow. Set speed to 5. Repeat with down, up, and, right. Just change the arrow's direction.
Speed stays the same. In No Key do the same but speed should be 0 and the square in the middle should be pressed. MAKE SURE ONLY ONE ARROW IS PRESSED FOR ALL COMMANDS. For the Outside room, near the bottom of the actions, there's an action with 4 red arrows.
Drag it to the box. In the window that pops up, Select Both Directions from the drop down list.
In Create, you have to go to the action box, and click the main1 tab Now look for an action that's a speaker in a gray square. Drag it and select your sound in the box that pops up. MAKE SURE LOOP IS OFF. There The excruciating long object step is done. Now to the rooms.
This is where the game takes place in 1. Object name 3. Various controls 4. Delete underlying. Click in the room section to place an object. Place one of your's.
The distance of the grid on the x-axis. Same, but for the y-axis. Display grid.
Look, but don't touch. Room caption. What appears in the title bar. Width of the room in pixels 8. Height of the room in pixels 9. Show background color.
Background color 3. List of backround. Don't touch 4 or 5 6.
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Which BG to use. 7 8 9 10 leave alone. 11 and 12 tile the image 13 stretches it. Pic 4 THE COMPLETE ROOM! Sorry i forgot to put the object.
Game Maker Studio Crack is the amazing tool which gives full access to build cross-platform games in record time with free of cost and comfort. Game Maker Studio Pro Crack Review Game Maker Studio Pro License Kenablesble you to create to create pass-platform video games with more faster than coding for native languages and create entirely sensible prototypes. Recreation Maker Studio is designed to effectively advance video games with no need to gain knowledge of a problematic programming language such as C or Java via its proprietary drag and drop approach, common drawing, and simple control buildings. Furthermore, to creating games progress 80 percent turbo than coding for native languages, builders can create absolutely practical prototypes in only some hours, and a full recreation in just a subject of weeks. Features OF Game Maker Studio Pro 2.0 Crack. iOS 8 aid. IDE upgrades.
team features. limitless assets. accelerated Audio aid. Texture administration. more powerful Modules. LiquidFun Particle Physics. More than one Configurations.
How to Crack Game Maker Studio?. Download and unzip GM-S MC from the link below. Double click on setup and install it. After installation finishes, close it. You’re done!
Game Maker Studio Crack is the amazing tool which gives full access to build cross-platform games in record time with free of cost and comfort. Game Maker Studio Pro Crack Review Game Maker Studio Pro License Kenablesble you to create to create pass-platform video games with more faster than coding for native languages and create entirely sensible prototypes. Recreation Maker Studio is designed to effectively advance video games with no need to gain knowledge of a problematic programming language such as C or Java via its proprietary drag and drop approach, common drawing, and simple control buildings.
Furthermore, to creating games progress 80 percent turbo than coding for native languages, builders can create absolutely practical prototypes in only some hours, and a full recreation in just a subject of weeks. Features OF Game Maker Studio Pro 2.0 Crack. iOS 8 aid. IDE upgrades. team features. limitless assets.
accelerated Audio aid. Texture administration. more powerful Modules. LiquidFun Particle Physics. More than one Configurations.
How to Crack Game Maker Studio?. Download and unzip GM-S MC from the link below. Double click on setup and install it.
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After installation finishes, close it. You’re done!
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