Matharoo has a great video of using configurations + macros. I'd also recommend looking into build configurations along with some macros so you can setup things like "dev" builds that automatically turn on global values. This way it's super clear where logic is mostly like going to be found, especially for others who might need to look at your code! I did the same thing with scripts, all "sc_bee_*" scripts are to do with bee related stuff (making bees, mutating bees, getting trait buffs etc) and with my custom event hooks (see "Script Hooks" later on). I took this a step further with objects, split between "fx_" (for effect objects), "ob_" (for 'class' objects), and "co_" (for controller objects).
all music is labelled "mu_trackname" or each sprite is labelled "sp_coolaxe" to make it easier to identify what everything is. You probably already do this as it's in every single GMS tutorial ever but use some consistent naming practices, and give each "type" of thing it's own name, i.e. yes you are probably right lolĪPICO is a casual game about breeding, collecting, and conserving bees! Organisation
#Game maker studio 2 forum software#
Feel free to ask me any specifics of how we approached something!ĭisclaimer: Although I have been a software dev for many years I am not an expert with GMS2 by any sort - I only started using GMS in January! If you read this and at any point think "but wait couldn't you have just done X" the answer is. I've split things into different sections but there's no specific order here as I just jotted things down as I built the game. Now that the game was done I thought it'd be cool to revisit everything in a sort of GMS2 technical post-mortem and talk about some of the things I did, some of the weird things I had to do for workarounds, or things that I just wish I knew from the beginning of the project or had time to do. I recently just finished the Gold Master build for our game, APICO, which is built in GameMaker Studio 2 and is due to release early 2022! 5 months ago I posted here to talk about how we moved the game from the original engine (custom JavaScript) to GMS2 and some of the things I learnt on the way. The next gm(48) will take place on Oct 20, 2018. The gm(48) is a casual, fun game jam that helps you to learn and grow as a developer. Shining a light on high-quality projects and resources created by our community.įor more than 8 years, the tight-knit community of /r/gamemaker has run the game jam gm(48) for GameMaker developers of all ages and experience levels. Share the latest pictures and videos of your gameĪre you in need of motivation? Then take a stab at these creative challenges. Scheduled content ScheduleĪsk questions, ask for assistance or ask about something else entirely.ĭiscuss game design and game development. Join in the conversation, get help with any issues you might have and connect with your fellow developers! We also have a Steam Group for playing games. r/gamemaker sponsors three chat-rooms: IRC, a Discord server, and a Slack team.
Content must be directly related to GameMaker.subreddit_guidelines()Ĭontent that does not follow the subreddit guidelines is subject to deletion, so please become familiar with them.
#Game maker studio 2 forum professional#
Additionally, experienced coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games.
It features a unique "Drag-and-Drop" system which allows non-programmers to make simple games. GameMaker is software designed to make developing games easy and fun.