For up-to-date informationĪnd troubleshooting hints and tips related to the different target platforms, please see the YoYo Games Help Center. NOTE: Due to the modular nature of GameMaker Studio 2 there are certain things that are not included in this user manual, in particular those aspects of setting up and connecting the different devices that can be supported.
![use game maker studio 2 use game maker studio 2](https://venturebeat.com/wp-content/uploads/2017/03/gamemaker-studio.jpg)
You'll find GameMaker StudioĢ to be easy and intuitive to use and that, whatever your skill level, you will soon be making those games you've always dreamed of. To ease you into things we have created a handy Quick Start Guide, and even if you are familiar with other game creation tools we recommend that you start there to get an overview of the way that GameMaker Studio 2 works. As always, you can reach me on Twitter or visit my website for more gamedev stuff.Welcome to the GameMaker Studio 2 user manual! This document is divided into three parts with the aim of getting you introduced to the interface and basic workings of GameMaker Studio 2 and general programming before going on to more advanced usageĪnd the functions available through our proprietary GameMaker scripting language GML or our visual scripting tool Drag and Drop™. Thank you for taking the time to read over this, and I’ll catch you next time. Though it requires a teeny tiny bit more management than using alarms, using timers is a much more flexible and transparent setup. Multiple actions with different timer durations Here is another example using a second action.
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This effectively halves the duration of our attack action. Only this time, instead of starting from 0, it starts from 30. However actionDur is still counting up to the actionDurMax when attack is set to true. By default actionDur is set to 0, and we are overriding that when pressing our imaginary attack button. When that button is pressed, attack becomes true, and actionDur is set to 30. We’ve added the attack_button variable, which you can imagine is a player pushing the attack button in a game. In this example we had to make use of a new block of code. Using the attack action again, let’s see how that might work.ĭifferent timer duration with a single timer variable So what happens if you want to use a single timer for multiple actions, but have those action durations differ? The easiest way to do this, if you are using the same kind of setup that I’ve been talking about, is to define the starting point of your timer when the action happens. Our timer starts at 0, rather than the max, and counts up towards the max.
#Use game maker studio 2 code#
That code looks something like this.Įxample poison timer code poisonDamage = 1 Which means… your character with 100 hp dies in 1.6 seconds! That is some pretty hardcore poison! What you would really want to do, is tick down your poison damage every couple of frames. This does not have a timer, or any sort of limitation on it, so it ticks down your hp by 1 every frame at 60 frames per second. Your character has 100 hp and your code looks like this. Imagine your game runs at 60 frames per second, and you decided that poison damage should be 1 damage. Poison damage is generally a damage over time status effect, that deals a small amount of damage every so often. So for example, let’s say you have a character who has been poisoned. So what exactly is a timer? A timer is a mechanism that allows you to count up, or down, to a certain value and then trigger something once that value is reached.
#Use game maker studio 2 how to#
In this entry, I will go over how to write your own timers, and how to use them. Two, alarms aren’t very transparent and I get lost trying to remember what alarm was set to. You can only have a set amount of alarms per object. One, the alarms in GameMaker are somewhat limited. I prefer to code my own timers for two reasons. Howdy folks! If you have been following along with my previous blog entries you may have noticed I used a lot of self coded timers, rather than the alarm system that is built into GameMaker.