GameMaker Manual - GameMaker.info (2024)

When running GameMaker in advanced mode theA number of advanced options exist. When you open the sprite form it will look as follows:

GameMaker Manual - GameMaker.info (1)

A new button Save Sprite has appeared. With this button you can save the spritein a proprietary format. This format will not only store the image(s) of the spritebut also other settings, such as collision settings and the origin. The file will havethe extension .gmspr. GameMaker can load such files but also the games canload them.

At the bottom-left, you can indicate the origin of the sprite. This is the point in thesprite that corresponds with its position in the room. When you set an instance at aparticular position, the origin of the sprite is placed there. Default itis the top left corner of the sprite but it is sometimes more convenientto use the center (by clicking the Center button)or some other important point. You can even choose anorigin outside the sprite. You can also set the origin by clicking in thesprite image. The origin will be shown with a cross.

Most important are the options related to collision checking. Whenever two instancesmeet a collision event is generated. Collisions are checked in the following way.Each sprite has a mask. Default this corresponds to all pixels that are not fully transparent.When two pixels in the masks of the two sprites overlap, a collision is reported.

Sometimes you don't want precise collision checking. In this case, uncheck thebox Precise collision checking. Now the bounding box is used as the mask.

When the sprites has multiple subimages, default there is just a single mask thatcombines the masks of all subimages. Normally this is what you want but in certainsituations you might want each subimage to have its own mask. In this case checkthe box Separate collision masks.

Collision Masks

If you want even more control overthe collision masks, press the button Modify Mask. The following windowwill show:

GameMaker Manual - GameMaker.info (2)

At the left top there is again the information about the sprite image. You canshow the different subimages. Also you can indicate here whether to show thecollision mask (default on). In this case, in the images at the right the maskis shown in dark. You can also zoom in and out to get a better view.

To the right of this you can change the bounding box. Only pixels inside this bounding box are used forthe mask. Default the bounding box is automatically computed, taking the alpha toleranceinto account, separate for each subimage, when using separate collision masks. You canalso set it to the full image or you can set it to manual. In the latter case you can specifythe bounding box yourself. When set to manual you can also draw the bounding box with theleft mouse button in the image, or you can move it with the right mouse button. (Note thoughthat the mask is shown while drawing, not the bounding box!)

Below this you can indicate the shape of the mask. Default is precise, pixel-wisecollision checking, but you can select here also to use the bounding rectangle, a disk (orellipse) inside it, or a diamond shape. Rectangles or disks are is many cases betterrepresentations of the shape. (Note that the choice has no effect on speed!)

Finally, at the left bottom you can (again) indicate whether or not there should be separatecollision masks for all subimages. (Note that if you set the bounding box manual,a single bounding box will be used for all subimages, regardless of this setting.)You can also indicate the tolerance with respect to the transparency. Witha higher tolerance also pixels that are partially transparent are left outsidethe mask. This influences both the bounding box (when not set to manual) and themask for precise collision checking.

It is important to carefully decide on the collision mask you use for your sprites.Although precise collision checking might seem the most logical option, in manycases game play is improved by using bounding boxes or disks, or masks that are abit smaller than the actual sprites. If you want even further control over the mask,note that for objects you can specify a different sprite to use as mask. In this wayyou can make the collision mask completely independent of the image.

Once you are done, press OK. If the mask was modified, the word Modified willshow in the sprite form such that you are reminded that you changed some settings here.

Editing Sprites

GameMaker has extensive possibilities to create and change your own sprites.Information about this can be found in the following pages:

Editing your sprites
Strips
Editing individual subimages

« Preferences | Editing your sprites »

GameMaker Manual - GameMaker.info (2024)

FAQs

Is GameMaker still worth it? ›

Overall it a great software to be used by all types of game developers if they want an easy and smooth process. GameMaker is very good for thoes who just started to do game development. One of the best tool for coding. The interface of this tool is very user friendly.

How hard is GameMaker? ›

Is GameMaker good for beginners? Yes! GameMaker Studio is relatively easy to learn compared to other game engiens like Unity or Unreal, as you can make a game without very much code or scripting. However, the games made in GameMaker are geneallly not as complex as with other game engines.

What does ++ do in GameMaker? ›

++, -- are used to add or subtract one (1) from a value. It is worth noting that placing this before or after the value to be added to or subtracted from will have slightly different results. For example: ++a will increment the variable and return the incremented value.

What are the directions in GameMaker manual? ›

You supply the direction value from 0° to 360° - where right is 0°, up is 90°, left is 180° and down is 270° - and you can also set the relative flag to add/subtract the value you give to the current direction.

Is GameMaker or Unity better? ›

Unity's UI provides more customization options and flexibility for experienced users who want complete control over their game creation process. Gamemaker Studio 2's user interface is intuitive and easy to understand, allowing users to explore and access game components quickly.

Is GameMaker 100% free? ›

Yes - all versions of GameMaker are completely free to download. You'll only need to upgrade to a paid GameMaker package if you'd like to export your games to certain platforms.

Which is easier Unity or GameMaker? ›

For a beginner, small 2D games are easier to build in GameMaker Studio than in Unity, yes. Complex, visually-heavy games are better handled with Unity — but it isn't easy at all. (But it's fun.)

Is GameMaker a Python? ›

However, it's possible to use Python or other programming languages for certain tasks within a GameMaker project by using external libraries or DLLs and interfacing them with GML. This typically involves more advanced programming and an understanding of both GML and the external language being used.

Is GameMaker beginner friendly? ›

GameMaker Studio by YoYo Games is a popular engine for game development, particularly well-suited for beginners and indie developers due to its user-friendly interface and simple scripting language, GML (GameMaker Language).

What does == mean in GameMaker? ›

GameMaker Dev.

== is used in comparisons when you have to check if two values are equal. if (a==b) //eat potato. It's mandatory in mainstream languages, however it doesn't seem to make a difference in GML. A single = would work in conditions in GML code.

What does || mean in GameMaker? ›

&& means "and". For example "if(pi=3.14 && 3+4=7)" || means "or". For example "if(x=0 || y=0)"

What is GameMaker coded in? ›

GameMaker Language (GML) is GameMaker's scripting language. It is an imperative, dynamically typed language commonly likened to JavaScript and C-like languages.

What do alarms do in GameMaker? ›

Alarms in GameMaker are essentially countdown timers that can be set to trigger an event after a specified number of steps (with each step typically corresponding to one frame). In GameMaker, there are 12 alarms available for each instance, named alarm[0] through alarm[11] .

How do you set gravity force in GameMaker? ›

This action is used to set the force of gravity acting on an instance. Each instance can have a different gravity force (and direction) independently of all others.

How do you flip an object in GameMaker? ›

Flipping a sprite in GameMaker can be done by adjusting the image_xscale and image_yscale properties of an instance. These properties can be set to -1 to flip a sprite horizontally or vertically.

Is GameMaker Studio 2 worth it? ›

I have greatly enjoyed both GMS 1.4 and 2, and if you are a new/newer developer working on primarily 2D games for Windows, it is a great tool. If you are looking into mobile development or other platforms, there is a higher cost of entry, and you should really work with it before jumpin in.

Is Unreal Engine better than GameMaker? ›

When assessing the two solutions, reviewers found GameMaker easier to use, set up, and administer. However, reviewers preferred doing business with Unreal Engine overall.

What happened to GameMaker 2? ›

In April 2022, YoYo Games dropped the GameMaker Studio 2 name in order to match its new version numbering scheme, changing it to simply GameMaker.

Can you sell games made with GameMaker? ›

GameMaker does not take royalties from sales or revenue made from games developed using their software. When you purchase a license for GameMaker Studio, you are free to publish your games without owing any additional payments to YoYo Games (the company behind GameMaker) based on the success or earnings of your game.

References

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