1up Indie
Heat effect - quick n dirty [GameMaker Studio 2 | Vfx]
updated
Not much to say, some minor improvements and finishing the "old" GameMaker to be replaced by the "new" GameMaker in March (update 2024.2).
Note:
As always I recommend to not instantly update to the new version and wait until they hotfix this update in about a week or two. I had no issues but just installed and ran it. So your guess is as good as mine.
Tldr:
- drop shadow on layers effect
- sdf font effects in sequences
- more typed references
- new functions
Offical blog and release notes:
gamemaker.io/en/blog/release-2023-11
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
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0:00 The newest GameMaker updated 2023.11 has dropped
1:04 Shadow effect on layers
2:03 Font effects in Sequences
3:24 Change log in Github
Tldr:
- Free Tier: Get all updates for free
- Wait until April for commercial users
Roadmap 2024:
github.com/orgs/YoYoGames/projects/13/views/1?pane=info
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
What did change?
The new Free Tier is an upgrade because now you can export to all platforms except consoles. That means you are no longer locked in the GameMaker file format which allows you to create demos or full games and share it in a playable version with everybody. The only restriction is that you cannot use it commercially (sell it or use for commercial purposes).
The indie subscription (and the others ones) is gone and being replaced by a one time license for deskop, mobile and Web exports. This is a good move because the majority prefers to buy a software and keep it. The downside, if there is that the Free Tier does allow the same exports aswell, so if you are not using GameMaker commerically, there is no need to buy it.
For people already having invested in the old subscriptions, you get discounts/a reduction of the set price of the Professional/Enterprise Tier.
So should you get it the Professional Tier?
I would wait and see if it makes sense for you, personally I will stick for now on the last update and see if transition makes sense. In the futuer I will get the Professional license anyway, but not now (maybe on a discount).
I have a subscription running, what happens now?
The old subscriptions as far as I understand will cease to exists/run out and you get a discount of payed money towards the new payed Tiers.
Tldr:
- Free Tier: Has best of all worlds, exports now free!
- Professional Tier: Like the old perpetual licences, buy once keep the licence and sell your games
- Enterprise Tier: Only interesting for developer teams or developers that really need to export their games to consoles
// yes it is satire
Offical blog and release notes:
gamemaker.io/en/get
help.gamemaker.io/hc/en-us/articles/14954144182941
github.com/orgs/YoYoGames/projects/13/views/1
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The newest GameMaker pricing/tier roadmap
0:31 Tldr
2:12 New and old GameMaker
3:42 New Free Tier
5:25 Professional Tier
6:38 Should you update to the new runtime
7:18 Enterprise Tier
8:12 What happens for current/old subscribers?
Now you can add multiple objects or tilesets to all collision scripts (place_meeting, collision_rectangle etc.) which is making collisions more convenient aswell tileset collisions a more reliable alternative to instance collision. YoYo Games added effects like glow, outline and shadow to fonts, a sound compressor ( audio's dynamic range, loudest/quietest ajusting), a convenient bug report and more features for the debug overlay where you can have a console as well as customize your own debug window for testing during runtime.
Note:
There have been some issues with the newest update with particle crashing the ide, but they were only happing to the HTML5 runtime. Particles by code or with the particleSystem asset class seem to work as usual for windows as a target platform (self tested, works fine).
Tldr:
- tile and multiple collisions on one line
- draw font with outline, glow and shadow (SDF on!)
- delay on particleSystem assets
- more debug options with a console and custom window
- sound compressor
- easy and convenient bug report and github error site
Offical blog and release notes:
gamemaker.io/de/blog/release-2023-8
gms.yoyogames.com/ReleaseNotes.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
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π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The newest GameMaker updated 2023.8 has dropped
0:24 Tileset added on all collision scripts
2:32 Effects on fonts
3:42 Delay on particleSystems
4:59 Bug report system
6:06 More debug functionality
7:24 Audio effect - Compressor
8:12 Issues on particles with HTML5, game shown: Broforce
I got the inspiration from Ellaris who is a discord member, so thanks for the idea buddy! The 2 lines are very easy to do and work more or less but are a building block to advance this concept.
First we need to create the rocket and give it an inital speed, direction and angle to start of with and gradually change the flying direction.
So what are those 2 lines? Well, we add constantly in the step event of each rocket to it a value that gradually ("delayed") turns towards it's target position. For that we need the current direction of the rocket and the perfect direction from the rocket to the target (which we get by the rocket's x,y and the targets x,y and get it by point direction). Then we get the resulting angle difference and use sign to clamp the result to 0,1,-1. That added to the current direction turns the rocket towards the the target, but we can use a fixed value to increase/decrease the turning around speed to our liking. Then we set the new direction to the image angle so that visuall it looks sound aswell. That's it!
The code if found as usual in the comment section.
π§ For the future: There will be follow up video that shows how to visually advance this core setup to an homing missile barrage
π Support me and get fresh game art and game maker projects every month:
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
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0:00 What we will do
0:59 Specific hit animation (elemental, weapon etc.)
1:11 The 2 lines that steer the rocket
2:28 When the rocket hits an enemy
2:45 Player setup, input and spawning a rocket
5:13 What the 2 lines mean in detail
as a basic a guide.
Content:
1. What music and sound effects mean in video games (music/sfx theory), 2:17
2. How to setup sound files before using them in gamemaker or any other engine, best practise 6:14
3+.4 How to play sounds in GM, 7:54 + 12:58
1. The concept is fast and easily explained. Most of this know you instinctivly. Good music/sound can make or break a game. As an industry standard developers seperate music and sound effects each in one group each. There can be sub groups (ingame sfx, ui sfx etc.) but let's keep it simple.
How are music files stored?
Generally music files are being stored/saved in the .wave or .mp3 or .ogg format, which most programms can use. As a general rule it is best practise to use .wave for small sound effects that are many and .mp3 or .ogg for your larger music files.
Imagine the how much of compression and quality loss you have to do to reduce it file size overall.
What is music in video games?
Music resembles the tone/feeling of the current level/environment and is being looped without the player having any direct effect on that. It gives context to the current place we as the player are in.
What are sound effects (sfx) in video games?
Sound effects on the other hand are short tunes or jingles that indicated something is happening and underline the video game experience. Their main function is give the player accustic information about the gameplay (feedback)
Fancy not so useful trivia!
If you want to be super fancy, you can use terms like diagetic and non diagetic. In a nutshell, diagetic means means what characters in movies/games can hear in their environment (footsteps, wind, others talking) and non diagetic, what the audience (yes you) can hear
2. Setup sound files and use tools like Audacity
This is optional but, you can use the free software Audacity to export you sound files into other format + compression/quality levels and compare each sound in order to normalize them into one harmonious "mold".
3. How to use sound files in GameMaker
You sound files are resources that you have to create and setup on the right side, where the asset panel is.
If you want to play a sound file you can use the audio_play_sound function.
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// game shown - Batbarian and Heros of Hammerwatch
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 How sound is being used in video games and in GameMaker
0:20 Subscribe
0:34 Time stamps for each chapter
2:17 What music and sound effects mean in video games
2:45 How to setup sound files
7:54 How to play sounds in GameMaker
12:56 Additonal things you can do in GameMaker
Developer: Trigger Happy
Turbo Overkill is a fast paced boomer shooter with low pixel graphics. The games has it all, fast responsive controls, actually good weapons,
a cool protagonist that has a chain saw leg which can be used for sliding through the levels and a small but diverse upgrade system for skills and weapons.
Story:
In Turbo Overkill you are a kind of a mercenary which has a job to take down an evil ai corrupting this world.
Gameplay:
Enemies are cool looking and plenty to be gunned down. Nothing really new you haven't seen before but fighting them feels most of the time very fair and are being countered by your dashes, double jumps, wall jumping, even a hook and of course a lot of weapons with alternative fire modes that make the game a joy to play. You are always in fast combat or exploring your surrounding for secret areas of places you are not supposed to be. Sound and music are very decend and complement the game.
Graphics:
If you are expecting a graphical masterpieces, then this game won't win your heart.
My own opinion:
For me personally Turbo Overkill was a pleasant suprise. All was very polished (gameplay, level layouts, story, music). Hands down Turbo Overkill is one of the best games played this year so far. It is a very well done boomer shooter with high octange gameplay.
Incision (early access): 7 of 10
Developer: Smoothbrain
Incision is a very gory super pixelated first person shooter that does what good old boomer shooters do.If you like simplistic games like the old Quake, Blood, you will feel right at home here.
Story:
You are thrown in an apocalyptic horror world after an unknow entity invaded the earth and you see a merging of living beings with unorganic matter in the environment. In the game you can find more light story exposition with some short text in hidden areas or through environmental storytelling. This is a neat way to setup a minimal context to the world after the invasion, where you can find some infos about some weird cults and the player.
Gameplay:
The gameplay is very straight forward with countless of enemies and a standard weapon roster which you have seen countless times in other fps games. Same goes for the horror enemies that are very vanilla in this regard aswell. It is nothing fancy but it does play very satisfying.
Sound and music are on a high level and carry the game's creepyness well.
Graphics:
Graphics can be for pursists a turn off. There is currently no way to increas gamma or turn of the dither effect. Since all is a bit mushed, it did happen quite a lot of times that I didn't see enemies close by.
My own opinion:
All in all Incision is an enjoyable fps that doesn't innovate but sticks to what used to be a gold standard. I did enjoy the creepy levels, gun play, the monsters and played the early access to it's end.
Blood West (early access): 8 of 10
Developer: HyperStange
Blood West is a survival stealth shooter where ammo is sparse and every enemy can almost oneshot you.
Story:
You play as an arisen being dead to investigate the lands which is being overrun by monsters and that suffers from a curse.
Gameplay:
What is very interesting about this game is it's stealth and death/curse system, which punishes you very fast if you mess up. That gave me Demon Souls vibes of difficulty which is love and hate relationship that kept me playing this game. Here you have to manage not being spotted, manage a really small inventory and never having enough ammo. If you don't hit the enemy with your guns in the head, well you pretty much wasted this bullet since it does minimal damage. This system does reward patient and tactical players. You can try gun and run but that is very hard to pull off here.
Graphics:
Graphics and enemy ai are on the lower spectrum.
My own opinion:
Overall gameplay was that satisfying to explore every dark corner for some sweet loot.
Disclaimer: I requested the keys for all games, which I got. I didn't get any money, sponsorship nor do I have any affiliation with the developers/publishers. But thanks for giving these gems to me!
π Support me and get fresh game art and game maker projects every month:
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0:00 Intro
0:24 Turbo Overkill review
2:49 Incision review
5:14 Blood West review
The idea is quite easy. You want to enhance your game by light but want to make it without much hassle. You can have an alternative way where you tint all layers below with the tint fx. Then you place on one instance layer all your light instances. To this layer you set a blendmode fx with the blendmode add which looks smoother then the default one. Also you ajust the image_alpha of the light instances until the mix of light and the tint look good. Optionally you can also fluctuate all light instances by changing the image_xscale/image_yscale constantly to give the light a bit more realistic flicker. That's it!
Trivia: The default (and more complictated) way to create is to not do additive blending but create a surface, draw a black transparent rectangle and poke through it with light drawing which "erases" parts of the black surface/black rectangle.
Light with surfaces found here:
youtu.be/7GFggYDglmo
Tldr:
1. Use fx layer and tint it with gray color,
2. Place on one instance layer all light instances
3. Set this instance layer with fx blendmode add
4. Set the alpha of the light object to a harmonic value
π Support me and get fresh game art and game maker projects every month:
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π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
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0:00 What we will do, blend light images on a dark tint
0:48 Subscribe
0:59 Context on how it works
2:10 Use fx layer and tint all below with a gray color
2:45 Place on one instance layer all light instances
3:40 Set the alpha of the light object to a harmonic value
4:18 Set this instance layer with fx blendmode add
1. Current state which we have right now:
- particle editor, feather, move and collide, sdf fonts, ide performance enhancment, restructuring the ide, audio effect
2. Want to meet the YoYo Games team?
- meetups meetup.com/de-DE/pro/gamemaker
- maybe in Gamescon exhibition in Cologne https://www.gamescom.de/
3. GameMaker bundle assets will become free in the future?
gamemaker.io/en/bundles
4. Convert from 3D into 2D tool:
forum.gamemaker.io/index.php?threads/new-3d-2d-tool-beta-release.97866
5. New runtime of GameMaker
Gradual moving from gms2 to the new runtime
6. Svg support for GameMaker
.svg format will be supported in the future, which is great for mobile developers
7. New Code editor
The new optional code editor that hold all objects and their events in drop down tab
8. New prefab system
Predefined bundle of assets that are outside GameMaker libraries/packages
9. Updating the GameMaker market place
10. Delaying multiplayer support/beta to next year
9. More modding/extension/plugin support
10. Plans for ai system in GameMaker
11. Ide compiler order changed with more modular sub systems (libraries/packages/3rd party) in between
12. sdr/hdr rendering, which enhances the quality of rendering (contrast between brightest and darkest parts of an image)
Article here:
gamemaker.io/en/blog/gamemaker-update-2023
Full offical YoYo Games video here:
youtube.com/watch?v=uF5q_Y0NwJs
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 Introduction
0:28 1. The current state of GameMaker
0:57 2. Want to meet the YoYo Games team?
2:00 3. GameMaker bundle assets will become free in the future?
2:40 4. Convert from 3D into 2D tool, game shown Dead Cells
3:20 5. New runtime of GameMaker
3:42 6. Svg support in GameMaker
4:36 7. New Code editor
5:02 8. New prefab system
6:10 9. Updating the GameMaker market place
6:40 10. Delaying multiplayer support/beta to next year
The idea is quite easy. You have a cool looking font but it is an image. To use the is as a normal font you need to a few things. 1st you need to import it into GameMaker and slice it up as single images (control + I) 2nd you need to tell GameMaker with font_add_sprite_ext that you want to use this sprite as a font and give GameMaker the instructions what each character means (represents). Here you have a string (mapstring) with all the characters you use sprite as sprite and the corresponding character that it is representing. 3rd you need to store the newly created font ("asset") into a variable and set with draw_set_font this spritefont to be used. That's it!
Trivia: GameMaker once your export/run your game takes your used normal fonts and converts them into glyphs (images), which is the same as the sprite font and you can see both in the texture page.
Tldr:
1. import sprite font,
2. set a mindmap string what each image means
3. store and set it to be used
Cool font found here, if used please credit!
opengameart.org/content/superpowers-assets-bitmap-fonts
π Support me and get fresh game art and game maker projects every month:
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do, use sprites as a font
0:46 Subscribe
0:55 Context and example of normal font use
2:17 Find a good looking sprite/bitmap font
2:58 Import sprite font
5:39 Add the font as a useable font into GameMaker
5:02 Have string (mapstring) that gives the images meaning
7:09 Set the sprite font to proportional drawing or not and the distance between each image/glyph
7:37 Store the added sprite font into a variable to be set and used
There are more bling bling features this time and they added the glow/bloom effect, which is one of my most requested features. A big thank you from my side to the YoYo Games team who added this feature! Besides that you have more visual effects like cloud that generates... clouds. A mask visual effect that allows overlaying with mask sprites (this one can be very powerful). Additional we got another blurr effect and blend modes can be now set via the visual effects on a layer or global.
Small but not to be overlooked features are that you now can do specific cleans for your code, audio and graphics if you wish for faster builds. And last but not least they did add an asynchronous event for audio playback end.
Note: Please use glow/bloom in moderation since it quite taxing for every graphics card
Tldr:
- Blooooooom
- Bloom
- more bloom
- yes, I love bloom
Offical beta release notes:
gms.yoyogames.com/release-notes-runtime-NuBeta.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
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π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The new 2023.4 beta has been released
00:20 Bloom/glow has been added as an effect
01:30 New specifc clean options additional to the vanilla global clean
01:52 New asynchronous event for audio files
02:00 New bloom/glow effect under the hood
03:25 New cloud effect
04:29 New recursive blurr effect
05:22 New mask effect, use mask image to overlay something
06:32 New blend effects, change blend modes via effects
Image coming back to an project that you haven't touched for months and you want to find asset and specifc code pieces. Here you can use multiple ways to get to find your assets on the right side or the variables, sprites, instances being referenced/used on the left side.
The assets on the left side you can search with the search bar by name and by type or you can check out the most recend used assets to instantly jump to those.
The reference/use of variables, sprites, instances in code on the left side is restricted to asset types with code that you can search through. The easiest is to go into the event/script/shader and press control and F, where you can search and replace that search/query of the word. If you want to enlarge your scope you can also press control and shift and F to search all assets (or the selected types) and jump to those. Here you will have a popup of the search console giving you a list to get more informations. Or you can press F3 on the word in code and it will jump to where it is being used.
Tldr: seach and find, control + shift + F, jump where it is used F3 (control T)
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do, find assets/references in your project
0:32 Spoiler
0:41 Finding asset by name or recend use on the right side
0:55 Finding in code assets/variables/references in use
1:25 Finding asset by name with the search bar
1:56 Finding asset by name by quick access with recent
2:28 Finding in code assets/variables/references in use with control and F
3:34 Finding in code assets/variables/references in use globally with control and shift and F
4:45 Finding in code assets/variables/references in use with F3
Hexagon cells are pretty popular in strategy games and can make each cell look fancy. Drawing/placing these cells can be challenging because their shape is not as straight forwards as rectangles. So what you need to understand here is that you have to place them correctly near to each other. Each horizontal line of cells is a sum of the cell width or the sum of a cell width plus half. The height is bit wonky also, since you cannot take the full height nor the half.
Tldr: It is complicated, not too much but a bit
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π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do, hexagon cells/shapes
0:38 Subscribe
0:55 How hexagon shapes stick to each other
3:55 Quick setup, a spawner creates all hexagonal instances
4:50 Double repeat loop to add cells vertically and horizontally
5:30 Create each time a loop ends a hexagon instance
5:48 Set xx and yy to place the instances in their correct spot
7:16 Setting xx to with the width of a cell
7:52 Nullifying the iterated hor_ADD values to create a new row
8:17 Setting yy to with the height of a cell
8:37 Adapting the xx to snap correctly horizontally
9:10 Correcting the nullifyed xx values
The idea is quite easy. You need to create a new Particle System asset and customize it so that you have a burst of particles in a parabollic movement. To do that you need to set the direction of the burst in an upwards arch (here between 20 to 160), give it a random size, add some gravity, apply a sprite of choise or use the pixel/disk shape and give it variable speed values to look organic. This video shows you additionally a dummy emitter as a reference, so you can get a feeling how the particle should like in comparison. Not necessary but a neat trick for fine tuning. Optionally you can increment the orientation, so that you have a spin in it. That's it
Tldr: - vfx for the win
Note: This only works with the latest update 2023.2 (dropped yesterday) and upwards!
Short quick and dirty video on the new Particle System:
youtu.be/IYbxOmnmCwU
Long video on the new Particle System:
youtu.be/KB2BOymdTwI
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
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π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do, add debris/rubbel to the explosion image
0:37 Subscribe
0:50 How it works
2:15 Create a new particle System asset
2:25 Create a dummy emitter for comparison
3:57 Create the real debris/rubbel particle
2:13 Edit the values inside the Particle System's Emitter
4:10 Set the debris/rubbel to a disk shape
4:15 Set the emitter for one time burst and reset the emit area
4:40 Reset the size of the particle
5:00 Set to 40 particles per burst
5:10 Give the particles gravity to fly parabollic
5:24 Extent the duration of each particle's life
5:46 Give each particle an organic random speed value
6:02 Set the direction in a wide cone shape
6:32 Set the alpha of the third color to 0, this makes them fade out in the end
7:10 Create a new particle system during runtime and place it
8:28 Delete the reference dummy emitter
8:50 Set the colors of the particles to match the levels colors/ground colors
The idea i quite easy, you need to create a new Particle System asset on the right side, open the particle editor tab and edit with the inspector window the values inside. There is a preset particle for rain (GM_Rain), so we only have to change a bit the size, scale and the spawning area (which is line). Then we place the newly created particleSystem on an asset layer on the left and that is pretty much it. Additionally you can change the direction where the rain should fall (change the angle of the lines also to adapt to the new flying direction) or change the color. That's it
Tldr: - vfx for the win
Note: This only works with the latest update 2023.2 (dropped yesterday) and upwards!
Short quick and dirty video on the new Particle System:
youtu.be/IYbxOmnmCwU
Long video on the new Particle System:
youtu.be/KB2BOymdTwI
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
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π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do, a rain effect on the whole screen
0:26 Create a new Particle System asset on the right
0:44 Open an inspector window to change the emitters values
1:01 Select the preset called GM_Rain
1:25 Create an asset layer and place the Particle System there
2:13 Edit the values inside Particle System's Emitter
To start with the best thing first, we now have from this point on an asset class that allows it to be edited in an editor in real time, which is a god send. Particles are the magic pixels that fly in the background and enhance the game feel by a big stretch and now we can edit and test those without starting the game each time. It also allows them to be neatly packaged and share by the community, win win! There are a few minor features like that you can set "flags" in you music files and loop from these points onwards. Additionally they got rid of the being signed in to GameMaker when starting GameMaker, which is really convenient for beginners or people who want to try the software without user logins. And last but not least you can change how much of a "fidelity" your surfaces via their color channels are being assigned to, which reduces their overall gobbling on your VRam.
Tldr:
- particles editor with new asset class
- can loop sound more easy
- no forced logins
Offical blog and release notes:
gms.yoyogames.com/ReleaseNotes.html
gamemaker.io/de/blog/gamemaker-version-2023-dot-2-particle-editor-audio-looping-and-no-login
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The newest GameMaker update 2023.2 has dropped
0:34 Audio loop points - loop sound files more easy
0:48 No forced logins on startup
0:54 Custom set color formats for surfaces
1:14 The best part of the update - the particle editor
3:26 Game shown: 8Doors Arum's Afterlife Adventure
To put it into context, I have put out a poll on this Youtube page and asked my community what they thing which marketing way generates most wishlists. Is it the mighty blue bird of Twitter, streamers/influencers, the press, Tiktok, Reddit or something else.
The short answer is none. The crown on how to get most steam wishlists on average goes to Steam festivals. They seem do create most bang for your buck. A bit of a suprise to myself also. Does that mean all the other sources are not relevant? No, a good balanced marketing mix is key but being heavy on Twitter for example does get you the lowest yields on average.
My source/reference is Chris Zukowski and he is a marketing advisor, so take all said with a grain of salt. But this poll mentioned and discussed in the video looks like a good representation overall which method is effective and which less. His analysis takes wishlist spikes in aggregate and compares them on their effectivness from each source per input.
Check out his video here:
youtube.com/watch?v=WR2bpxd-EJw
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
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0:00 Which marketing way is the best for wish list generating on Steam
0:55 What my community thinks is the best way
2:15 The reference used for the real numbers by Chris Zukowski
3:00 Effectivness of Twitter: Worst of all sources per activity
3:15 Chart explained: How well per activity you get a wishlist in return
3:59 Effectivness of Press: Can be good but costs you on top
4:22 Effectivness of Reddit: Same as press but with low costs and good yields
4:42 Effectivness of Streamers: Good and solid overall, luck can play in your favor
5:46 Effectivness of Tiktok: Yields in aggregate even beat Streamers
6:13 The secret silver bullet, Steam festivals that have a really good chance of boosting your potential
7:05 Game shown: Mighty Duck
Normally you would have to manually create all particles, customise them in code and run the game to test this. This method was very cumbersome and not enjoyable. The new feature looks like this. You have a new asset class called particleSystem and these contain one or more emitters. The emitters hold one to be custimised particle plus how it is being spawned. Imagine the emitter like one specific particle, which is being spawned in a specific area (field), in a specific type (one time burst or a constant stream) and setup to your liking (shape, color, size, movement etc. ). The emitters can also be saved and reused in other particles systems on the fly.
Tldr:
- editor to setup and see particles in real time
- particle system asset/emitter preset (class)
Offical beta release notes:
gms.yoyogames.com/release-notes-runtime-NuBeta.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 New particle Editor in GameMaker for beginner in detail
1:53 Subscribe
2:32 What are particles
3:03 The new particleSystem asset and the editor
3:26 Each particleSystem has Emitter(s), each define one particle and it's spawning
4:50 Using the inspector window to set the emitters
6:12 Emitter: Setting, where and how to spawn particles
10:15 Emitter: Texture, set an image to the particle
11:55 Emitter: Color, tranparency and color blending
14:02 Emitter: Life, how long is a particle around
15:18 Emitter: Scaling, deform/stretch the size
16:00 Emitter: Size, set how big the particle is plus shring/grow it
18:08 Emitter: Speed, set how fast the particles moves
19:24 Emitter: Gravity, set an additonal counter force
20:38 Emitter: Direction, set where the particle has to move
22:06 Emitter: Orientation, set the particle's angle/rotation
25:30 Emitter: Subparticles, what to do after particle's life is over
26:40 Emitter: Library, save emitters as presets/reusable assets
29:32 How to use the particleSystem, place on asset layer
32:10 How to use the particleSystem, create during runtime
36:18 Game shown: Bombastic
Normally you would have to manually create all particles, customise them in code and run the game to test this. This method was very cumbersome and not enjoyable. The new feature looks like this. You have a new asset class called particleSystem and these contain one or more emitters. The emitters hold one to be custimised particle plus how it is being spawned. Imagine the emitter like one specific particle, which is being spawned in a specific area (field), in a specific type (one time burst or a constant stream) and setup to your liking (shape, color, size, movement etc. ). The emitters can also be saved and reused in other particles systems on the fly.
Tldr:
- editor to setup and see particles in real time
- particle system asset/emitter preset (class)
Offical beta release notes:
gms.yoyogames.com/release-notes-runtime-NuBeta.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 Preview of the Particle Editor in GameMaker beta
0:56 New asset class called particleSystem
1:17 Each particleSystem has an particle editor for preview
1:42 Each particleSystem has emitters
2:15 Customise Emitter: particle spawning field, spawn type and amount
3:09 Customise Emitter: Save the emitter as a reusable preset
4:08 Customise Emitter: Setting up the particle itself
6:42 Use and spawn particleSystem on the asset layer
7:20 Use and spawn particleSystem during run time in an instance
Right from the start you can see the exeptional and beautiful hand drawn graphics that Zhengis is creating for his game. So if you want to peek inside how people from Kazakhstan think about the industry, how his game fares and other things around being a developer plus artist, then tune in.
π¦ twitter.com/city_of_rampage
πΈ instagram.com/city_of_rampage
π»Wishlist his game if you are interested in Streets of Rampage
store.steampowered.com/app/1478260/City_of_Rampage
CHAPTERS
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0:00 Who is Zhengis Tasbolatov
1:30 What is harder, game design or art?
2:03 How did you become a game developer
3:45 How to get into contact with Zhengis
4:48 Ditching GameMaker for Godot
11:50: Streets of Rampage
17:05 Game development market in Kazakhstan
20:40 Monetizing a video game
22:46 Being a professional artist
To be very frank this is a first shot of making a platformer easyier to build with the new move_and_collide function from the recent 2023.1 update.
The idea behind move_and_collide is very simple. You put in a dx, dy value which are prediction points where to move to (speed values or fix points or simply a number). It goes as followes, the first input value (dx) is taking the current bounding box of the instance (player, etc.) and adds to that the dx value and checks if there is an collision, if not the player will be moved there. This process is being splitted up into an internal iteration of pieces sliced up of the total input value dx (partly move, check collision, if not move partly, check for collision and so on). Same goes for the dy value also but this time vertically. There are other input values like xoff/yoff and these just are an anstruction (push upwards/sideways) what to do if we are colliding/clipping. The last input values are max_x_move/max_y_move and are basically maximum speed values and prevent hyper speedo shown in the video.
Note: This is an first attempt to unify the system into a platformer setup but as it seem, this is "okay" but not perfect for all situations. So if you got a better fix or a good idea how to make the whole thing universally useable, I would love to hear and share it with the community.
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
1:28 Subscribe
1:40 The new function move_and_collide
2:16 How collisions work with instances
2:43 What move_and_collide is doing
4:40 Setting the platformer in GameMaker with walls/slopes
6:23 Setting the player up for horizontal movement, get input
7:13 Setting the player up for horizontal movement, set horizontal speed
7:45 Apply horizontal input with move_and_collide
10:17 Setting the player up for vertical movement, have a constant force downwards
11:07 Setting the player up for vertical movement, clamp the result downards value
12:28 Hyper speedo enabled, we need to counter mixed up speeds
13:15 What the number of iterations value of move_and_collide means
13:15 What xoff/yoff of move_and_collide do
15:20 Avoid hyper speedo by clamping horizontal total speed
15:54 Add jumping
18:40 Reduce jumping to be available only when on ground
21:40 Optional part
28:04 Fail, next time 1up Indie don't disabled the other video layer when rendering the video
The setup of this background consists of 3 visual effect layers. A gradient with a light and dark color, the underwater effect for a nice distortion of that gradient and a vignette to give the whole thing a more pleasant look. Super easy and no keyboard was used/hurt in the process.
Tldr: - vfx for the win
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:48 Set a gradient effect layer
0:42 Set an underwater effect layer
3:11 Finishing with a vignetter effect layer
In a nut shell, move_and_collide is taking in vertical and horizontal movement inputs and checks if there is a collision, if yes you cannot go there. This is super easy to use for beginners and advanced users.
The audio_play_sound allows you to directly influence the sound file with a struct. It makes playing and controlling sound files more convenient. The other additions are that you can oscillate through a sound file with a sound effect (no idea what this is good for) and you can use sdf fonts, which smoothen pixelated fonts. This method is only of externally pulled fonts during runtime, so the use is limited. This feature will be in the future expanded to the internally stored fonts.
Sdfs are very powerful way to create light weight "bitmap heat maps", which are use for fast light system or other means. Xor has a wonderful article for this:
xordev.substack.com/p/gm-shaders-mini-raymarching-1351092
Tldr:
- move_and_collide for easy collision setups
- customise sounds further
Offical blog and release notes:
gms.yoyogames.com/ReleaseNotes.html
gamemaker.io/de/blog/version-2023-dot-1-easy-collisions-crisper-fonts-and-new-audio-functionality
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
2:39 xor
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The newest GameMaker update 2023.1 has dropped
00:26 Particle editor and new fx effects postphoned
00:39 Should you update to this version?
01:02 Easy collisions
02:30 SDF fonts - make pixelated fonts crisper
03:26 Static structs - Nope
03:36 Temolo audio effect
05:20 audio_play_sound_ext - more instant control over a sound file
5:30 Game shown: Garlic
Deal With Your Grief: Deal with your grief and come to accept that you can never escape. Make use of an arsenal of weapons that grow stronger as you progress to destroy every last Barber, Straightrazor, and Screecher to prove your are worthy of the mullet!
Out now on Steam:
store.steampowered.com/app/2268720/Mullet_Hell/#app_reviews_hash
There are two most common ways how to do this. A visual and easier way is to simply have an hit animation image that is running down it's animation and once it is finished you then remove it. That can be used as a default hit animation for all cases or as specific type of hit animation (elemental, weapon hit or internal bleed/oil/rubble) or both.
The most common way in video games is to use particles that are being spawned in a particular way. This approach is more complicated and needs fine tuning becaues these animations are a composite of different particles. A vanilla hit effect for example has a fast moving ring that goes from the center and exands plus small lines that rapidly move out of the center in an circular fashion.
Tldr:
- sprite/image or particles or both to create hit effects
- can be default, specific internal/external effects
π§ For the future: There will be follow up video that shows these hit animations with code and a visual
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
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0:00 Hit animation with sprites/images
0:18 Specific hit animation (elemental, weapon etc.)
1:04 Hit animation with particles
1:40 Combined hit animations
2:14 Game shown: Celeste
This is a really big hurdle for beginners and is a more then welcome addition to GameMakers functions to make a game really fast with no fuss. The function move_and_collide does it all and I cannot stress it, I do love this function already.
Tldr:
- add horizontal, vertical input
- set who is blocking (mostly a wall)
- set a speed how fast to move
- yes, it is really really good
Offical beta release notes:
gms.yoyogames.com/release-notes-runtime-NuBeta.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 The new collision system in action for topdown
01:01 The magic one line function
There are two most common ways how to do this. A visual and easier way is to simply have an hit animation image that is running down it's animation and once it is finished you then remove it. That can be used as a default hit animation for all cases or as specific type of hit animation (elemental, weapon hit or internal bleed/oil/rubble) or both.
The most common way in video games is to use particles that are being spawned in a particular way. This approach is more complicated and needs fine tuning becaues these animations are a composite of different particles. A vanilla hit effect for example has a fast moving ring that goes from the center and exands plus small lines that rapidly move out of the center in an circular fashion.
Tldr:
- sprite/image or particles or both to create hit effects
- can be default, specific internal/external effects
π§ For the future: There will be follow up video that shows these hit animations with code and a visual
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 Hit animation with sprites/images
0:18 Specific hit animation (elemental, weapon etc.)
1:04 Hit animation with particles
1:40 Combined hit animations
2:14 Game shown: Celeste
Story: You explore as the last human on earth an beautifully crafted world in a central america world style which is being besieged by blight.
Graphics/sound: The game speaks for itself, beautiful labor of love has been woven into this game. Graphics, vfx and animations are top notch! Sound and music is on a high ambience level and was not remarkable but a good overall background noise.
Gameplay: You do what you always do in metroidvanias, you go to a level collect currencies, explore the map, get a new ability/gadget and beat the boss. Then you enter a new area and do the same here. The game is a bit too fair to the player so you will have an easy time with one low hitting enemies and competent platforming sections aswell as simple puzzles.
Why is game is not among the best of the platformers/metroidvanias: There are virtually 3 collectible currencies that enlarge the health, stamina pool or further the healing capacities, which is bare bones. There are no unique items, no equippables, no side quests, no secret areas or bosses. This experience is very linear which no backtracking, no teleporting and no tempting the player with a shiny goodie/enemy waiting for your to come later. All enemies are virtually push overs and you will never feel any real challenge/dread, so you will never remember this annoying enemy, because the game doesn't have it. I personally don't understand why they wasted this labor of love to only produce a solid but standard experience.
Final score: 8.5
Tldr:
+ beautiful graphics, vfx and animations!
+ decend sound
+ competent platforming and combat
+ flawless execution and performance
- no secrets, no unique items, no real challenges
- very forgiving, a bit too easy
- no teleporting between bonfires
- wasted potential, "only" a very good game
Video found here: youtube.com/watch?v=oB5Y90vniCo
The more visual approach is by using the paid software Juice FX and simply use one image for the hit animation, where you can use the preset with just one button click or customize your own animation in order to export it as a .png strip or single images. These can be used in any video game engine.
Juice FX (not sponsored, I simply love the tool) found here: codemanu.itch.io/juicefx
The code base approach is more universal and sets a standard/flow/template for a hit state that snaps back to an idle state. Here we define a state machine (a simple variable that controls what is supposed to be happening) and once we are in the hit state we set once all things for this state. Which is in this video blending/tining/recolor the image/sprite, swapping it to a hit image/sprite and squishing the image/sprite upwards. You can of course mix and match and only do one of these steps. A hit state is a brief flash, so we run down a timer that resets after half a second or even less the state and all the changed values to the idle default.
Tldr:
- recolor/low
- swap images
- squish and resize
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
1:07 Subscribe
1:19 Visual - Hit animation with a sprite/image
2:45 Code - Particle system, create a hit ring
6:15 Code - Particle system, create a hit spikes
Here we will go over the internal hit animation follow by other videos to external animations/effects on top.
To understand all this we need to seperate the internal hit animation into it's parts. The first part is the most common practise where the player/npc instance is being recolored/blended or shown with a low opacity (or even 0). This is being seen as a flashing or blinking to the player. The second part is to have a fully animated hit image to be swapped or just another sprite that resembles a hit. The third one is a squashing animation done mostly in code where the image scaling is being distorted and lerped into it's original scaling. Most games do use all 3 methods as a combination.
Tldr:
- recolor/low
- swap images
- squish and resize
π§ For the future: There will be follow up video that shows these hit animations with code and a visual too how to do those in GameMaker and JuiceFx.
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 Flashing image by recoloring/blending
0:43 State based image swaps
1:06 Squashing the image and reshaping to the default
1:24 All previous parts combined for a hit animation
This video is an introduction into what Undertale is and why this battle system is unique among the countless other (j)rpgs.
What is Undertale?
Undertale is a video game made also in GameMaker by Toby Fox where
you play as a child that is being trapped in an unknown world and your job in this linear story is to progress. The difference is that you can genocide monsters, be neutral or even befriend them. This throws the concept of enemies being simply neutral farm on it's head.
In this series we recreate a part of the battle system in GameMaker for one specific enemy and make it a template for others to add.
π§ For the future: This series is under construction. There will be a free downloadable project file for everybody, so you can grab and do whatever you like to do with it.
π»Project + assets found here:
1up-indie2.itch.io/free-tower-defence-project-gamemaker
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 You decided on remaking Undertale
0:34 What is Undertale
1:46 The concept what we do
2:58 What we will build
This update is more a technical one, where we get new ways to use strings and arrays with new functionality. The idea is to insert your own functions into GameMaker's new array functions/scripts for sorting or manipulating values. There are also more new ways to change/manipulate strings also, which is now more efficient to chain/concatenate. The new sounds effects are for me a new field, so I leave that to more experienced users. Binary literals are in a nutshell other ways to write, which will be most like only used to write long numbers visually easier. And last but not least we got new filters to play around with. These appear to be more niche, but time will tell what the community does with them.
Tldr:
- array and string functions make a programmers life more easy
- new niche filters
- new sound filter system
// more detailed infos on binary literals, array and string function in DragonSpams channel:
youtube.com/watch?v=ySy-oX4B054
youtube.com/watch?v=xhDKj87g6p8
Offical blog and release notes:
gms.yoyogames.com/ReleaseNotes.html
gamemaker.io/de/blog/release-2022-11
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What the new update is all about
01:05 If your 2022.08 doesn't work on updating, reinstall
01:40 New filter - Blocks Background
02:27 New filter - Hue
03:05 New filter - Ripples
03:40 New filter - Panorama
04:30 New filter - Parallax Background
05:20 New filter - Film Grain
05:50 Binary literals - write long numbers easier to read
06:25 New string functionality
07:40 New array functionality
09:13 New Audio effects system
10:35 Game shown: Doors Arum's Afterlife Adventure
A very convenient and fast way is to use for beginner the internal speed and direction value. Once set, the instance moves by itself and you have no complicated system that it actually is. Here we take a peek inside GameMaker and see how vectors define every video game engine's movement from behind the scenes. All this is mathematics but neatly packed in speed and direction for us developers. That's it!
A more in depth video can be found here:
youtube.com/watch?v=MO4A_LT7KFk&t=168s&ab_channel=MantaGames
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
What is left now is to have a mechanism that allows us to place dynamically in the game houses on a grid. To snap to a grid we use the mouse x,y coordinates and substract the mudolo (rest values) from it. Then we assign a random sprite index to the instance and pass that information to on click created house also in. And last but not least we have two checks which if true disable placing a house at this part of the grid. First we check by a collision check if there is already a house being created on this spot/grid part and second a tile index check if on this mouse position a tile other then 0 was set (0 is default and "not set"). That's it!
π§ For the future: This series will have 3 videos where all the basics are setup and a 4th optional one where constructors are used as a solid spawning setup. The project can be downloaded and since it is ultra small, is free to use (graphics are free also, check out the notes)
π»Project + assets found here:
1up-indie2.itch.io/free-tower-defence-project-gamemaker
overworld graphics: Beast CC0
opengameart.org/content/overworld-grass-biome
Enemies:
ThKaspar Orga by
opengameart.org/content/micro-character-bases-basics
explosion:
JROB774 CC3by
opengameart.org/content/pixel-explosion-12-frames
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:49 Subscribe
1:01 The concept what we do
2:00 Draw and snap to grid
4:17 Place a house on mouse click
5:25 Assign random preview sprite for houses
6:52 Check if we can place the house there
11:48 Game shown: Itorah
After we established enemy spawning and their redirection we need to have the Tower Defence part ready. So we need towers that shoot, which we do here by houses. The houses have an alarm looped and check if there is any instance of the enemy in game plus if the nearest enemy is in range. If these conditions are met we fire off a fast moving shot creates an explosion on impact with the enemy. That's it!
π§ For the future: This series will have 3 videos where all the basics are setup and a 4th optional one where constructors are used as a solid spawning setup. The project can be downloaded and since it is ultra small, is free to use (graphics are free also, check out the notes)
π»Project + assets found here:
1up-indie2.itch.io/free-tower-defence-project-gamemaker
overworld graphics: Beast CC0
opengameart.org/content/overworld-grass-biome
Enemies:
ThKaspar Orga by
opengameart.org/content/micro-character-bases-basics
explosion:
JROB774 CC3by
opengameart.org/content/pixel-explosion-12-frames
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:27 Subscribe
0:40 The concept what we do
1:44 Creating a bullet instance, destroy after 4 seconds
2:40 Resize the bullet
3:21 Setup the collision of the bullet, give spawn hp/health
4:39 Setup an explosion instance
6:02 Create a shooting house/tower with an alarm
7:32 Shoot a bullet in the house/tower and shoot at nearest spawn
11:10 Create an explosion on bullet spawn collision
12:08 Limit house/tower by an attack range
The idea is to make a super simple system that allows thousands of spawns to run in a conga line without much customization or using any path or complicated system. In this video we create a spawner that creates in it's looping alarm event a spawn. There you only give the spawn a speed value and direction where to go to. The second part if where we setup a redirection system that redirects the spawns up, down, left or right. So here we simply create a collision event in those redirection instances and change the spawn direction (and xscale) when these bump into each other. That's it!
π§ For the future: This series will have 3 videos where all the basics are setup and a 4th optional one where constructors are used as a solid spawning setup. The project can be downloaded and since it is ultra small, is free to use (graphics are free also, check out the notes)
π»Project + assets found here:
1up-indie2.itch.io/free-tower-defence-project-gamemaker
overworld graphics: Beast CC0
opengameart.org/content/overworld-grass-biome
Enemies:
ThKaspar Orga by
opengameart.org/content/micro-character-bases-basics
explosion:
JROB774 CC3by
opengameart.org/content/pixel-explosion-12-frames
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
1:32 Subscribe
1:44 The concept what we do
4:00 Setting up a spawn/enemy
4:34 Setting up a spawner
6:46 Redirection system
The idea is quite simple: You need to have seperated images to create a pseudo 3D effect by enlarging and making them smaller in a rythmic slow time frame. For that you simply need to use the GameMaker's animation curves to tween in a loop. You also use the animation curves for the flashing lightning effect aswell as for some fake blinking lights on important spots. If your images are angled not like in the video straight forward (for example to the right like in Fury Unleashed) you also can use the animation curves to move (change the x,y position of the layers) where want to move. That's it!
Video on animation curves in detail:
youtube.com/watch?v=gMIzQGjmkFA
Art from Valeria The Pagan Priestess:
youtube.com/channel/UC--BuvjesA39JuN4cZ5gxug
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
1:12 Subscribe
1:26 Another example how have a parallax splash screen
2:23 How it is done
4:19 Setting up the animation curves
6:08 Code part
8:42 Lightning/flash setup
10:03 Flat light sources
This update is more a technical one, no new toys or features to play around with. The only thing noteworthy is that the room editor which was docked normall on the left side is gone and is being replaced by the inspector.
Tldr:
- room edtior replace by inspector
- bug fixes
- opera gx is now rebrandes as gx
Offical blog and release notes:
gamemaker.io/de/blog/release-2022-9
gms.yoyogames.com/ReleaseNotes.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
Game shown: Infinite - Beyond the mind
I had the idea to make a comic series on how to becoming a indie developer from start to finish and make a kickstarter to fund it. It would be a ligher weight medium covering useful topic that are normall done in long blog posts, essays or even books. I want this to be easy and ultra accessable.
This series would have:
Basics:
- basics on what is a (indie) dev and what roles/opportunities exist
- which game engines/tools to pick, what are the pros and cons
- where to get resources and how meet people that share you dream
- a wiki for most relevant terms in the industry
Game in production
- what to look out for
- visual effects
- game design
Advanced topics
- marketing, how and where to sell you game
- export your game to each platform and what you need to know
And maybe, but I would put it into a troll ultra high stretch goal, a manual in comic form for GameMaker which would be very very big indeed.
So here is where YOU come in, would that be a good thing? Any idea what to cover, (besides coding because that would make it very fast not fun), what stretch goals you would like it see. What languages to cover, etc. . Please note that this is not a "cool idea do it" thing, but that would mean you or others would potentially back this comic series on Kickstarter and spread the word to others to make this a reality. Be honest and share your thoughs.
The idea is quite simple. You use the fx outline and assign it to an instance layer with the inspector. Then you place an instance on that layer that does a regular draw text command. All drawn texts have on this layer the same outline "attached". That's it!
Note that this method has a limitation because you can only have one size of the outline set to it. And if you use the outline make sure to have no interpolation/antialiasing on the font (see the result in the video) which then wraps the outline around totally transparent spots which does look very ugly the bigger the font is. The fx layer affects all draw evens, texts included (fonts are being saved in the texture page, so they are "images" also).
Tldr:
assign one instance layer with the outline fx (via inspector)
place the instance on this layer + draw some text in it
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:31 Subscribe
0:41 Where can you set the outline effect (fx)
1:06 Text is also part of the draw event
1:29 Have an instance with draw_text place on instance layer
1:45 Apply to this instance layer the outline fx
2:20 It doesn't work well with interpolated/antialiased fonts
3:06 Game shown: Cave Blazers
Tldr: Fun game with cool graphics, love to see that one become a full game
Check out their free demo!
store.steampowered.com/app/1829270/RoadOut
If you want to support the game, become a Kickstarter backer
kickstarter.com/projects/rastrolabs/roadout
The idea is quite simple. You use two tilesets layers (or more) that are being switched off and on. That you do by layer_set_visible. You can achieve that by having an object as a trigger plate and when the player walks over it (collision check) then turn the tile layer that should be visible on and the other one off. That's it!
Note that you cannot set any layer to an alpha value, only visible or invisible are currently possible. As an alternative you can use instances with sprites and fade them out and in but this method is quite specific. It requires for each roof a different sprite (if they have have different sizes).
Tldr:
toggle tile layers off/on
have a trigger plate instance to set visibility
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:42 Subscribe
0:57 Loop player's alarm and toggle layers visibility off/on
2:35 Grab the tileset layer ids
4:05 Is the player colliding/walking over the trigger instances?
4:32 Is the player not inside the building, toggle interior layer off and exterior on
5:06 Is the player inside the building, toggle interior layer onand exterior off
6:32 Optional: How to make a "transparent" building/roof
Loops are essential in every programming language where you repeat an instruction until a condition is met. There are 4 loops in GameMaker, which are "repeat", "for", "while" and "do until". They all share one thing. A condition when the loop is over and the code/instruction part that is being looped/repeated/iterated on. You can exit out of a loop with the break; command. Also a word of caution. You can do infinite loops which will always crash your game, so please don't do that. That's it!
Tldr:
loops = condition and code part
Sam spades more in depth video list on loops:
youtube.com/watch?v=MvhSJ0A8wYk&list=PLwgH1hDD0q1Es6P8T1t9ew9cyUTvhlbY0
// graphic from thumbnail:
opengameart.org/content/mini-fantasy-sprites
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will go over
0:45 Subscribe
0:57 What are loops in programming?
1:17 How are loop structured?
1:22 Repeat loop
2:20 Do until loop
3:10 While loop
3:42 For loop
4:22 Stopping a loop with the break command prematurely
5:43 Example 1 - Use loops for user interface drawing
7:04 Example 2 - Use loops for randomization
7:26 Example 3 - Use loops for initialization, checking
8:25 Game shown - Narita Boy
Before the newest patch 2022.8 you could also create this effect with particles which is a bit more difficult and resource intensive then now. We now can use the newest visual effect: Fractual noise, which overlays the area/screen with a fog like texture to enhances the graphics of you game. You simply create a black colored sprite, give it a transparent opacity and place it on an asset layer. Then you assign this asset layer the fractual noise effect. Play around with the opacity and the values in the inspector until you get the result desired. That's it!
For more detailed infos check out:
en.wikipedia.org/wiki/Perlin_noise
en.wikipedia.org/wiki/Simplex_noise
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What we will do
0:30 Subscribe
0:42 Quick peek how the result looks like
1:07 Bad way how to create the fog instantly
1:32 The easy way how to create fog with fractual noise
3:50 Game shown: Dead Cells
The main highlight I would say are the new filters and that you can have optional parameters in audio_play_sound. Besides that, they are in the process of finalising the long term stable version (this year hopefully) and give us the ability to customize the feather by being more detailed or the way it used to be. The newest version 2022.8 project files are not compatible with older ide, so be aware of that. All in all, a solid addition to the ide which is much apprecitated.
Tldr:
- 5 new filters
- not backwards compatible
- audio play sound new optional parameters
- stability updates for the long term version
- feather mode detailed/normal
Offical blog and release notes:
gamemaker.io/de/blog/release-2022-9
gms.yoyogames.com/ReleaseNotes.html
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
Can you outlast wave after wave of increasingly difficult, minimalistic gameplay using an array different weapons and power ups?
Where you like the genre or you want to be part of the active community, you will have direct influence on how the game will be done via comments below or directly with me and my community on my discord server.
The game is made by me and Gutpunch studios to create a game that is in the spirit of the good old games but with modern standards.
gutpunchstudios.com
Steam link: store.steampowered.com/app/2072080/Super_Demon_Survivors
Super Demon Survivors OST soundtracks are made by:
Positive Skeptic
soundcloud.com/positiveskeptic
---------------------------------------------
Track: Rush of Fear - Super Demon Survivors OST
Music provided by Positive Skeptic
Image any game or software and you will see that it has a version number attached to it. This number combination is mostly of 3 numbers seperated by a dot and it tells you in what kind of state the software (game) is currently in. This standardisation is called Semantic Versioning or short SemVer for software developement.
The first number indicates if the software is in early acces, alpha or beta or pre-release state, so this would be then a 0. Everything above 1 is a full release and post releases that are major.
The second number indicates that new features or minor additional content/changes/features have been added to the software but are not breaking the overall structure.
The third number indicates that patches/bugfixes were done.
A quick rule also: Each time a major or minor version change has been done, you nullify the right numbers back to 0.
Tldr:
First number - (major - alpha, beta, full release)
Second number - minor additional features/content
Third number - bugfixes/changes
Good small guide:
geeksforgeeks.org/introduction-semantic-versioning
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What are version and semantic versioning
1:10 What the version number mean
3:55 Setup versions in GameMaker
Can you outlast wave after wave of increasingly difficult, minimalistic gameplay using an array different weapons and power ups?
Where you like the genre or you want to be part of the active community, you will have direct influence on how the game will be done via comments below or directly with me and my community on my discord server.
The game is made by me and Gutpunch studios to create a game that is in the spirit of the good old games but with modern standards.
gutpunchstudios.com
// content of this video:
1. If you really want to help the development team out please do us a big favor and simply wishlist Super Demon Survivors on Steam. This small click on the game is super helpul in being recommended to other people and you may find it interesting also. If you already have purchased the game, thank you so much and we hope you have a blast with the game.
Super Demon Survivors on Steam:
store.steampowered.com/app/2072080/Super_Demon_Survivors
2. The game is based around the community and it's ideas, so if you want to join in and form the game into a better state then please give us feedback in the comment sections or directly interact with me on my discord on this topic you like to discuss. We want this game to florish and your idea could make this solid game into a great game on the long run.
Discord:
π¬ Discord: discord.gg/gvr98nb
3. We have already planned new content and there will have a scedule on new things coming up every thursday for now. So you will see on this youtube channel regular devlog videos for the current state and new features we are working on, an update video showing what has been changed plus added and finally a community feedback video that does go into grannular content of the game and what we do with your feedback.
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
Can you outlast wave after wave of increasingly difficult, minimalistic gameplay using an array different weapons and power ups?
Where you like the genre or you want to be part of the active community, you will have direct influence on how the game will be done via comments below or directly with me and my community on my discord server.
The game is made by me and Gutpunch studios to create a game that is in the spirit of the good old games but with modern standards.
gutpunchstudios.com
Wishlist now and support the channel!
Find the game here on Steam: Out now!
πstore.steampowered.com/app/2072080/Super_Demon_Survivors
Want to chip in and change the game? Join the discord server:
discord.com/channels/582918792145928202/959380551914106920
Image rooms to be like levels, each time you enter a room/level GameMaker is loading all the necessary things in there to be used and played. Rooms have properties and hold layers which also hold their respective assets ( instance layer holds instance, tileset layer has tiles etc. ). Besides having layers rooms also have properties like height and width and hold camera/view values and an inbuild physics system.
So how does it work? Well, you define the start room (default is the first room1) visible by the icon and this is how the game starts by loading in the (firsts) start room. When you want to transitions/jump to other rooms, you simply use room_goto() which will unload the current room and all its content and load in the new room with fresh content.
Persistence for rooms means that you save the last state of the room and when you jump back into it, you don't create a fresh version of it but with updates values (positions, instance, etc.). This is not recommened though because it makes sense to have a persistent instance which stores all the necessary values you want to inject into the freshly created room.
And lastly, you can customize rooms during runtime but not in the current room you are in. That means you need to set those instructions in advance.
Offical manual on rooms:
manual.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Rooms/Rooms.htm
π Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
πΈ Instangram: instagram.com/1upindie
π¦ Twitter: twitter.com/1upIndie
π¬ Discord: discord.gg/gvr98nb
π Udemy: udemy.com/course/become-a-video-game-developer-with-gms-23 (See youtube about page for discount)
CHAPTERS
-------------------------------------------------------------------------------------------------------
0:00 What will discuss
0:29 Subscribe
0:41 How rooms work in GameMaker
4:42 Room values to read out
5:32 Room start/end events in instances
6:22 How to jump/transition to another room
8:18 Editing rooms during runtime


