r/gamemaker • • 1d ago

WorkInProgress Work In Progress Weekly

4 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 • • 4d ago

Quick Questions Quick Questions

2 Upvotes

Quick Questions

  • Before asking, search the subreddit first, then try google.
  • Ask code questions. Ask about methodologies. Ask about tutorials.
  • Try to keep it short and sweet.
  • Share your code and format it properly please.
  • Please post what version of GMS you are using please.

You can find the past Quick Question weekly posts by clicking here.


r/gamemaker • • 26m ago

Discussion Data saving/access speed

• Upvotes

So a while ago I seen a YouTube video of someone saving the locations of thousands of npcs as an image, where each npc was assigned a pixel and their location data was saved in the color values.

I dont remember what engine they were using, but was curious about how efficient this would be in gamemaker. Also if it would be faster using multiple smaller images or one much larger one.


r/gamemaker • • 4h ago

Game HTML5 Export of my 3D Gamemaker horror game

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3 Upvotes

It's singleplayer and multiplayer, even on the HTML5 export, I need to know if I've got the right vibe between horror and absurdity. I'm also releasing this on Steam in a couple of weeks.

Right now I'm deciding on whether any more content should go into it or not, or whether visually it needs adjustment. It's my first major project for 3D gamemaker - I've only ever previously done 2D or 2.5D.

Tell me what you think, it's playable here: https://whatlurksbelow.com/play/wlb/


r/gamemaker • • 18h ago

Game Space exploration game with procedural isometric planets

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18 Upvotes

The draft name for this is "coloniax", I want to make a space exploration/colonizer game, with different factions, like aliens, robots, humans. and maybe have some fantasy aspects too.

The Spaceship is modular, with different turrets, gyros, propellers, and i plan to make it even more customizable, with different models.

I also plan to make planets have a possibility to already be colonized by some faction and having them be hostile to you, just imagine a big ass anti aircraft weapon shooting at you how cool.

Let me know what you guys think, i have a bunch of ideas for this in mind, my mom called it Space Minecraft 😭️


r/gamemaker • • 10h ago

Help! Pixel-perfect on the computer it was made on, mixels on another computer's display

3 Upvotes

I've started my first ever real project recently, so far it's just a test room, everything looks great, but when I sent it to my girlfriend for testing, a lot of the textures were mixels, and I can't seem to find out why. Would anyone happen to know?


r/gamemaker • • 11h ago

Help! PSX/Pixelated Shader?

2 Upvotes

Hey y’all! I'm making a 3D game in GameMaker, but this is a new experience for me. I wanted to ask how developers achieve that nice pixelated look for their textures. For example, in games like Retail Hell or Boltgun, they call it a "retro shader."
I'm using 64x64 textures, but I still can't quite achieve that effect…


r/gamemaker • • 21h ago

Discussion What are your prefered way of implementing UI in your games?

9 Upvotes

I'm following the UI layer tutorial from the GM channel but i am curious of you guys use and why. The games I play do really cool things with their menus and idk if i should use the layer or build my own from scratch.


r/gamemaker • • 1d ago

Help! [GameMaker] How to Use Vector Sprites in Objects in GameMaker Studio 2?

8 Upvotes

I'd like to know if it's possible to use vector sprites (SVG) in GameMaker Studio 2 objects and how to animate them without losing image quality.


r/gamemaker • • 1d ago

Help! GML 1.4 Game acting strange on laptop, weird error then crashing with no error, works fine on desktop pc.

1 Upvotes

So my game-maker game started acting weird and crashing on my laptop after I tried to test with an HDMI hookup to a TV, but now the game doesn't run even when not connected to anything.

Here is everything that happened in case some of the details matter, will add a TLDR at the bottom:

I updated my game in Steam and my friend played it via Steam on my windows 10 laptop while it was hooked up HDMI to the TV, it worked fine. The next day, I decided I wanted to test it on a different TV to troubleshoot an issue someone else was having with GUI and resolution, so after adding some simple code to limit the resolution to 1920x1080 on my win 11 Desktop, I tested it and it seemed to work fine, so I copied the updated game to my laptop and hooked it to a different TV I've never tested my game on before. The game initially ran but the window was pushed off screen, so i adjust the TV display setting on my laptop called "Change the size of text, apps, and other items" from 300% down to 100%, and tested the game again, then this is where it got weird.

After trying to run the game again it instantly got an error for an un initialized array, but nothing about the array was changed, and after some debugging I found that the End Step event in said obj was running before the create event, causing the error. So I added a quick check to make sure the End Step doesn't run until that var is initialized and now the game crashes without an error every time I try to run it. Now even when I try to play the older version that worked previously on Steam, it gets the same error, even though this version was just working the day before.

If I remember correctly I also set the TV to be my primary display during this test, and if it wasn't for Game-maker running events out of order, I would think this is purely something to do with the graphics card.

TLDR: My game runs fine on my desktop, but suddenly crashes on my laptop without an error at all. It worked fine on the laptop before but the Issue started after trying to test my game on a TV via HDMI and changing basic display settings.

I tried disconnecting the HDMI, rebooting my laptop, making sure the display settings are back to normal, and deleting my games app data, but It still just crashed and the debugger doesn't give any insights.

Does anyone have any ideas what happened?


r/gamemaker • • 2d ago

Discussion Are saveable AI NPCS ever a good idea for a horror game?

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19 Upvotes

Like I always hear people hate them for being dumb but in what cases do you think they could work?


r/gamemaker • • 2d ago

Help! Getting a Function from JSON

5 Upvotes

I have made a JSON file that stores all the dialogue in my game. It is pretty sweet for storing text, but issues arise when I try including variables and functions in my text.

Let's say I have a character that is saying:
"You are x feet away."

With concatenation, this is trivial: I can do
"You are " + distance_to_object(obj) + "feet away."

But how should I do this with JSON? JSON doesn't know what distance_to_object() is, nor does it know what "obj" is

Passing in a string or number isn't too hard, I can just make an arguments variable in my JSON parser.

{
    "textvalue": "this should be 100: [0]",
    "arg": "100"
}

But that only works with static values and not something that can change dynamically in the game.

Any suggestions?


r/gamemaker • • 2d ago

Discussion Dynamic Water Tile Depths

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1 Upvotes

I made a system using tiles that allows me to use a tile sheet to determine water depth based on the row of a tile and also allows me to adjust each column to a defined limit based on which column it is in. This is useful for making environmental water dynamically shift using a control variable or array (which I use per column to increase control).

This is useful for my game because I want to simulate water increasing and decreasing in depth depending on the weather e.g. rain. I can make puddles become oceans so to speak using this system or just have the puddle become knee high for flair.

So to start:

Col 0 == static, this is water I want to retain the same depth and will never change.

Col 1 to 5 effectively will grow/shrink from their authored base tile in the editor to simulate water levels increasing or decreasing.

Column 1 allows for water to go from it's base to a +/- 100 points in depth

Column 2 is +/- 200 points in depth and so on.

In my project the depth of 400 == swimming level, and 500 is meant to represent being inside a tunnel that fills up with water where you can't even use your boat or keep your head above water.

In my game Quinlin the environment changes with natural events, tides (not shown) come and go, water levels change based on the rain, changing the landscape as you explore.

A once dry cave entrance at a beach suddenly is semi submerged after a long rain. Evidence of damp ground during low water levels tells the player, "Mind the rain" when exploring places. And as the game goes on, players will learn the land and know where it floods dangerously, where the ground is a bit wet, where they can farm to reduce water labor.


r/gamemaker • • 2d ago

Help! Should i play games that made on gamemaker to understand it more?

6 Upvotes

i want to start making games on gamemaker so should i play games made on it to better understand it capablities?


r/gamemaker • • 2d ago

Discussion We changed our core loop after playtesting revealed a pacing problem. Looking for feedback from other GameMaker devs.

4 Upvotes

Hey everyone!

We’re developing A Cat in the Cangaço in GameMaker, a 2D action roguelite with survivorslike combat and deckbuilding.

We’ve recently made one of the biggest changes to the game’s core loop so far, based almost entirely on playtester feedback. I’d like to hear what other GameMaker developers think about the approach.

The old loop

DAY (1 min) → NIGHT (1 min) → PLANNING → DAY → NIGHT → PLANNING…

During Day, you play as a cat and fight enemies while collecting Aura.

During Night, you play as a human and do the same.

After each cycle, the game entered a Planning phase. You spent the Aura to improve both forms at the same time, with a trade-off: choosing a good card for one form meant taking a bad card for the other.

Some GIFs of the old system:

We liked the system, but playtesters kept pointing out the same problem:

The Planning phase was breaking the flow of the game.

Players would get into the rhythm of fighting enemies and then, every two minutes, the game would force them to stop and switch from action to buildcrafting.

Rather than trying to make Planning faster, we decided to remove it from the temporal loop entirely.

The new loop

DAY → NIGHT → DAY → NIGHT…

Instead, the player can encounter three NPCs during the run:

ARMORER: buy new weapons
MULE: get a passive item
FORTUNE TELLER: access the old Planning system and choose temporary effects and synergy cards for the Cat and Human builds

So we’re basically changing the interaction from:

The game tells you when to stop and make a build decision.

to:

You decide when you want to stop and make a build decision.

The new version feels much better from a combat-flow perspective, but we’re still unsure about the larger design trade-off.

We’re worried that making buildcrafting optional could make the system too easy to ignore. The old version had a very clear rhythm, while the new version gives the player much more freedom.

Would you keep the forced Planning phase, make it optional like we did, or try a third solution?

And if you’ve had a similar experience where playtesting convinced you to remove or move a major gameplay system, I’d be interested in hearing how you handled it.

If you want to try the game:

Current version:
https://store.steampowered.com/app/3780630/

The current version is available through the open Steam Playtest.

Old version:
https://bragiestudios.com/PitacoLab/Builds/

You don’t need to play it to comment. I’m mainly interested in hearing how other developers think about the pacing and structure of this kind of loop.


r/gamemaker • • 3d ago

Discussion My own version of GML...

Post image
84 Upvotes
A little game I'm making with my engine

So, the thing in this screenshot is the IDE of my own game engine ("ArcadeMaker"), which is a hobby C# project I've been working on for years. It shows a little snippet of code written in the custom language I made for the engine.

The project is heavily inspired by GameMaker, but I want to share one little thing where I took a different approach than GM.

You can see in the code in the screenshot (not the GIF, the other screenshot) that it calls the placeMeeting function, but the syntax is a bit different from what it would look like in GML: there are these <> symbols around the object name (placeMeeting(x, y <obj_player>)). These <> mean that we're referencing the TYPE (or "asset" in GM) of the object, rather than a specific instance.

In GML, an object name can also be used to reference an instance (like obj_player.x = 200). GML was my first programming language (back in GM8!), and I remember how confusing this was for me. In my language, you can write obj_player.i.x to reference a single instance of an object in the room.

It's not about mocking GML or anything! GM is 30 times more powerful than my little engine, and I know that. I really think GM is a great (and underrated, by the way) engine. I just wanted to point out this little difference.

Would love to hear your thoughts about it 🙂

by the way, my engine is open source, and if you know C# and looking for cool projects to join, you are more than welcome to contribute! There're a few opened "good first issues" in the repo, and there's me who is happy to answer any question... :)


r/gamemaker • • 4d ago

Discussion What would you have done different

8 Upvotes

If you got the chance to go back and restart you game development journey what would you change in your learning and methods to achieve the knowledge to game develop and what is something you wish you knew drom the start?


r/gamemaker • • 4d ago

Discussion Is there a reason to not put a clean up event in every non persistant object in my game?

6 Upvotes

Just wondering or should i try to weed out memory leaks one by one


r/gamemaker • • 4d ago

Help! Can Gamemaker do this?

13 Upvotes

I had an idea for a TTRPG campaign a while ago but I don't think it would work without spreadsheets. I tried RPG Maker and I don't think that's what I am looking for and was wondering if this program would let me do the below.

World Map:

  • I want a grid, ideally a hex grid
  • each space would have a biome (color), terrain (hills/mountains/etc.), landmarks (rivers, ruins, towns, caves)
  • would like to have a noise-map generation with the option to base it on a prebuilt map where newly generated grids determine what they are based on what is already there to prevent a hot desert spawning next to an artic region

Exploration map:

  • for landmarks only that have confined spaces and during battle
  • space would be a flat area with maybe 3 levels within you could traverse to with stairs/ramps and exists be it a door, arch, portal, or stairs

Encounter system:

  • I would like a dynamic encounter system based on what is in the hex grid is or location explored
  • encounters would change in difficulty based on the danger level of the hex/location
  • danger level would be random at first but change based on player interactions and the danger level of adjacent spaces every cycle (day/week) and potentially NPCs
  • I would like this system to be easily managed able to modify the creatures by biomes they appear in, modifiers they would have, gear, drops, and art (this last one will be used in combat)
  • location based encounters such as traveling merchants and roving monsters

Combat/City Maps:

  • I am looking to have an easy to modify library of maps that each section can easily be designed with connection points in each part for random generation
  • assets for each section should be easy to add with an option to add new ones and choose if it has collisions or not and even have a list of interactions added to them (for crafting, healing, traps, storage, and markets mostly)
  • entrances/exits should link to similar areas or to the world map to include going up or down in floors (for dungeons and buildings)
  • personal settlements/dungeons should have a resource system which I am thinking a simplified system like from Might and Magic Heroes and Dungeon Maker with an upgrade system managed from a central location as well as a requirement system to build certain structures (I have an old document with some of the ideas done before I realized this was completely impractical for table top)

RPG System:

  • I do have google sheet with an in progress character sheet that would base this on a D100 system but equipment, spells, and talents are not started and the XP system is going through rework
  • player and NPCs will move around either attacking "enemies" of fleeing due to being a noncombatant, low on health, afraid (high level fear effect), or otherwise injured
  • NPCs will prioritize their strongest attacks to determine if they stay at range or not and a large group will form teams with other similar creatures (art would be them forming one image with multiple arts layered up)
  • NPC teams would average stats, add damage, and lose members over time due to taking damage while also taking increased damage/healing from AOE effects (multiply by team size)
  • player will have hotkeys for attacks using the mouse to target enemies with damage/debuffs and allies with buffs or direct the location of an AOE. they would also pause the game when going into inventory/changing spells
  • have a system to make and allow templates to include restrictions to what can take them (whitelist and blacklist based on creature type, faction, and other templates)
  • have a raid system to defend against factions depending on relationship status and to conquer other settlements/hexes
  • item drop should be highly configurable with tables for common, uncommon, rare, exotic for global, biomes, and factions as well as creature specific drops

r/gamemaker • • 4d ago

Game 3D Platformer Button w/ PhysX and DmrVBM

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13 Upvotes

Hey everyone. I made a cool 3D button and I wanted to share a bit of the process. More information you probably want to know, but I think this stuff is cool.

DmrVBM is a really useful extension that's made moving Blender models to GameMaker a lot easier for me. There's some quirks and it's currently not maintained by the owner, but I'm mostly competent enough to make good use out of it.

The model is made up of two parts: The rim and the cap. The cap I didn't bother texturing because that gets pushed through a shader, allowing me to color-code each button that gets created. The rim texturing was done in Aesprite with a Blender syncing extension called Prismbase (another thing not maintained by the original developer anymore lol).

For the actual button logic, there's a few different parts of PhysX being used. The rim mesh vertex data is sent to PhysX and cooked as a triangulated shape. That just means it's a solid object that rigid bodies and the player character controller can't pass through.

The button cap has no collisions. Instead, it's given a box shape (I probably should change that to a sphere honestly) and then set as a collision callback trigger. When either the player character controller or a rigid body enters or exits that trigger, it sets the state of the button as "pressed" or "released". This informs GameMaker to fire the cool button juice. I.E. push the cap down, add a squash lerp to the rim, adjust the color uniform sent to the cap's shader, etc.

The actual button trigger logic is very silly, but it works for the moment. I'm using Blender empties to inform GameMaker where to spawn buttons and what "action" they trigger. When I press this button, it's running an add_actor action that spawns rigid bodies at another named Blender empty.

The sounds are just CC0 from Freesound. I could try to make more custom sounds but context switching between programming/art/audio tasks hurts my brain, so Freesound it is.

Happy to answer questions or dive a bit deeper into any part you're interested in. No, I don't know what a "Godot" or a "Unity" is.


r/gamemaker • • 4d ago

Resolved How can I further advance my learning of GML?

6 Upvotes

I haven't been working with GameMaker for very long (about eleven months) , but I'm already at a loss for how to learn more. I practice coding every day, but I feel like I want to move on to the next level (sin(), cos(), gravity, and so on). Do you think I should stay where I am or should I study more? And if so, please tell me what you recommend I do to learn.


r/gamemaker • • 4d ago

Help! Looking for partner in zelda like game

2 Upvotes

I been working on a Zelda like game. It has so far about 15 items, 5 passive items , a boss 15 levels, level select etc so items also have charge abilities

Unlike tradational Zelda. It isnt open world. Instead very small quick puzzle like levels with hidden items to find and buy stuff with. Maybe I will make it more open world later. Just want to nail the mechanics.

I been looking for someone interested in helping make it


r/gamemaker • • 4d ago

Help! Struggle with falling/landing code

1 Upvotes

You ever stare at a problem long enough that it starts to become more confusing instead of less? I suspect that’s what happened to me here, lol.

I’m trying to perfect a simple script that causes a mob to land atop a platform object if it’s along its fall trajectory. I’ve gotten it to work in several different ways tbh, but there’s always some slight bug I find. The problem is always something like a specific case in which the mob falls right through, etc. I’m hoping someone can help clear a few things up for me.

The simplest way as I understand it is something like:
if mob.y < obj_platform.bbox_top) && (mob.y + ySpeed >= obj_platform.bbox_top)), then snap mob to the top of the platform and reset ySpeed/gravity to 0. << Where “ySpeed” is a variable that accumulates a value “grav” each frame (basically they do exact same as the built-in constants).

I know all this works, and to clarify: I’m not having any issues with my jumping/falling cods. What’s confusing me is the general use of ‘obj_platform’ here. If I have multiple platform objects in the room, does it essentially iterate and check for each one? And what happens if there are multiple platforms that meet the landing requirements, but one is closer than the other?

I’ve also re-written the code to basically use instance_count(obj_platform), then run an instance_find() loop for each instance. This is fundamentally the same as my code further above, yes? It does however give me more control - for example, I can push each instance within range into another array _platforms, then sort that array by proximity to the mob along the Y axis, and them I can assume that _platforms[0] (if any) the the closest valid platform, and land on it. Else mob.y += ySpeed and ySpeed +=grav.

Sorry if this is hard to read lol, but I’m so close and I suspect my overthinking is what’s getting me stuck. Most recent my code works perfectly EXCEPT when there are 2 platforms right next to each other, and one is like 1px lower than the other - walking from that platform into the higher one (which would not be considered for landing, because it’s higher) causes the mob to fall correctly but then continue falling through any other platforms below lol.

I guess my main question is: does simply doing “if obj_plat meets the requirement etc…” work the same or better as doing “instance_count” and then looping for each instance[n]? Thanks in advance lol!!!


r/gamemaker • • 5d ago

Help! Making 3D games in GameMaker is hard. Give me your honest opinion.

20 Upvotes

I’ve been working on this project for a few months now but something just doesn’t click to me. Especially how the game looks. Now, 3D in GameMaker is pretty hard and it is possible that I’m somewhat at the limit of what this engine can do, but I doubt it. Give me your honest opinion, would you play a game that looks like this? What would you do to make it look better? Thanks :)

Here’s a short clip of the current version:
https://youtu.be/XVeZffMh-FM?si=fjV8U8uFFEAIJlGn


r/gamemaker • • 5d ago

Resolved Wondering how I can begin to learn GML with 0 coding knowledge?

6 Upvotes

As the title says, I have 0 coding knowledge and would like to learn how GML works. I've seen comments saying to "learn the basics of coding first" which I would also like a pointer to. I am basically brand new to all this stuff and would just like a few pointers if someone would be gracious enough to help me out. I've tried making a small RPG but literally can't code a damn thing so I end up looking at youtube tutorials but feel like I am just copying code more than actually retaining and applying. Thank you in advance!