Game Maker
This PowerPoint is largely based on a PowerPoint created by..Edwin Pilobello for Saturday Academy
Got Game?
Gaming Platforms
Gaming Genres
“Twitch” games often rely on eye/hand coordination. They are usually fast paced and winning is based on the player’s reflexes.
Emphasizes logical thinking and strategic resource planning. Winning is based on critical decision making. Many are played by taking turns.
Gaming Genres
Action with a story-line and puzzle solving. Winning takes action and inventory management.
Adventure with more reliance on character growth and development. There is Strategy because of some combat and management of reported statistics. Huge epic quests and fantasy with non-playing characters (NPC) are common.
Gaming Genres
Although realism is the goal of the game, fantasy is no exception. Single or team players (networked) give instructions or direct manipulation.
“God-games” where gamers build and manage cities, civilizations, traffic, etc. through realistic recreations of processes in the civil, animal or mechanical world
Gaming Genres
Played using one’s feet stomping options on a dance mat.
Casual games of leisure derived mostly from board, cards, trivia or tile games. Very profitable on cell phones.
Playing Perspectives
Game Development Disciplines
Making the Game
Sage Advice for “Indies”
Sage Advice for “Indies”
Sage Advice for “Indies”
Incentives
Incentives
Got Game?
GENRES PERSPECTIVES
Action First Person
Strategy Third Person
Adventure Top Down
Role Playing Isometric
Sports Flat, Side View
Simulations Text Based
Music Aerobic
Puzzle/Classic
Next
Game Maker:�Getting Started�MyComputer�Local Disk (C:)�Program Files�Game Maker 7�Game Maker
The First Screen
Today we’ll focus on building stage for the game. So putting things on a screen. Later we will show how to have them move and interact..
Sprites = Picture
Objects = Something on the game and
Rooms = The ‘Screen’
Sprites
Adding Sprites
Sprite Properties
This is where you name the sprite.
Use the following naming convention.
spr_NameOfSprite
Use this to find pictures you can use for your sprite
Use this to change the sprite.
Size, color, …
Not super powerful editing, but you can modify the image
Origin.
(0, 0) is the top left corner of the image. This is used for placing the image on the screen
Sprite Example
Loaded a picture for the sprite
Picture of image.
You can click on this picture to change the location of the origin.
Shows the size of the sprite
This has only one image. Some sprites have several images that it will cycle through.
Click OK when done
This shows a image of the sprite with name
Sprite Properties: Starter Recommendations
Remove Precise collision checking
Precise collision checking slows the computer
Center the Origin from the Upper-Left corner
Extra: Consider Bounding Box settings or use an Object Mask (specially for animated sprites)
The bounding box is used to determine when you bump into something (have a collision.)
You will need to go to each of the sprites and set the Bounding Box for each sprite.
Keep Transparent background
Change the Name
Spr_nameOfSprite
Your turn. Make a sprite using the Blue Ball image found in the (C:\Program Files\Game_Maker7\Sprites\maze) folder.
Extra: Edit Sprite
Quick Review
Object = Three main parts
Object: How to ..
I’ll make a ‘Rock’ object using the spr_rock sprite.
You make an object with your sprite
Click on the blue ball or Resources -> Create Object or ctrl-alt-O
Use the sprite you created earlier
Tying a sprite to the object
Select the sprite: Click to the pull down menu to the right of the <no sprite> to see the sprites available in this game and select the sprite you want to use for this object
Name the Object using the following naming convention.
obj_nameForYourObject
i.e. obj_rock
Check visible if you want to see it.
Check solid for walls etc.
Depth: The lower number in the Depth, the more ‘upfront’ and object is. So if two objects go past each other on the screen, the object with the lower depth number will go over the object with the larger depth number.
Objects with the same depth are shown based on when they are created.
Check persistent if this object will exist when you go to different levels (rooms). Like a main character.
Events and Actions
Events
1) Start by double clicking on the object. (obj_rock in this example)
This window will show the events as you define them for your object
This window will show the actions associated with whichever event is currently selected.
Click here to start defining an event.
Events (cont.)
Create: Defines what the object will do when it is created. Example: Have it moving in a direction.
Destroy: What happens when the object is destroyed.
Here is the Event Selector menu that lists possible events. Included are a few brief descriptions.
Step: When happens during each step of the game. Steps happen several times a second so often this event includes some random action. Like having a 1 in 100 chance of an enemy appearing.
Collision: This is used to define how the object will react when hitting other objects. For example. Stopping when it hits a wall, getting points when it collides with a treasure, making a noise when it collides with a bell,…
Mouse: Reacting to Mouse clicks (Left, right, middle, wheel, …)
Other: Several events. Will often use the ‘Boundary’ event to destroy objects when they leave the boundary of the game.
Events (Cont.)
Keyboard: Reacting to when a key is pressed and as long as it is being held down it will continue to do the actions associated with the key being pressed. (Think machine gun)
Key Press:
This event occurs when a key is pressed, but only one time.
(Think rifle)
Key Release
This event occurs when the key is released. (Rifle)
Review
Event overview
Too many events?
Actions:Move
Events: Jump
Example: Rock, Hit Key, Move
1) Double click on the rock object
2) Click on ‘Add Event’
Keyboard Event
Click on Keyboard
Select <Left>
Pick Action
1) Select the ‘move’ tab
2) Drag and drop the ‘Move Fixed’ icon into the Actions window.
Pick your Direction
Select the direction for the object to travel. Since we are attaching this action to when the left arrow is clicked, select the left arrow.
Pick a speed. We’ll start with 5. If you want faster, pick a high number.
Leave ‘Relative’ unclicked.
Review and check
Rooms
Add a Room
Click on the White Box
Or
Resources -> Create Room
Or
Ctrl-Alt-R
Click on the Pull down menu and select the obj_rock object.
Adding Objects to the Room
Left click where you want the Rocks to show up
Right click on the objects to remove them.
Review
Running the game
Click on the green triangle or
Run -> Run normally or
Hit F5
Game
Hit the ‘esc’ key to end the game.
What happens when it gets to the sides?
What other movement would you like to add to the rock?
Now ..