Uploaded January 2023 | Updated September 2026, 16 hours ago
This video shows you how to juice up any video game with good Game Design. Hit animations are the backbone of any video game and indicate to the player with an animation that something is happening to the player/npc instance. This state is a short lived one and normall between a quarter of a second or even shorter. The same method can also be used for buttons or any other gui elements.
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
🚧 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.
👑 Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
📸 Instangram: instagram.com/1upindie
🐦 Twitter: twitter.com/1upIndie
💬 Discord: discord.gg/gvr98nb
📜 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 shows you how to juice up any video game with good Game Design. Hit animations are the backbone of any video game and indicate to the player with an animation that something is happening to the player/npc instance. This state is a short lived one and normall between a quarter of a second or even shorter. The same method can also be used for buttons or any other gui elements.
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
🚧 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.
👑 Support me and get fresh game art and game maker projects every month:
patreon.com/1upindie
Follow me on:
📸 Instangram: instagram.com/1upindie
🐦 Twitter: twitter.com/1upIndie
💬 Discord: discord.gg/gvr98nb
📜 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
![Move_and_Collide - Hyper speedo, in detail [Game Maker | Basics]
This basics video tutorial shows you how to setup with the new move_and_collide function a platformer with slopes in GameMaker.
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.
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
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💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.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 dont disabled the other video layer when rendering the video Move_and_Collide - Hyper speedo, in detail [Game Maker | Basics]](https://i.ytimg.com/vi/oHgGEZ5Kt2U/mqdefault.jpg)
![Patch V2022.3 - More cool features [GameMaker Studio 2]
The newest patch V2022.3 comes with some good quality updates like cool new fx effects like outline, a new blur, a stripe and dot effect plus grain effect. Besides that you get overal some minor quality updates for more supported languages, a fix for steamworks, fine tuning on texture pages and redefining gml/dnd or a long list of bugfixes.
A change is that your project made in 2022.2 and now 2002.3 is not compatible with older projects of GameMaker Studio. Please take this factors into consideration when you are about to update your ide.
Note: I personally had and have some issues with the newer versions of GameMaker Studio which broke a project I am working on, so I am for now stuck on V2022.1. But please note that for most people this wont be an issue.
Video on texture pages:
https://youtu.be/DBrGo0YFla0
Release notes:
https://www.yoyogames.com/de/blog/release-2022-3
https://gms.yoyogames.com/ReleaseNotes.html
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
📸 Instangram: https://www.instagram.com/1upindie
🐦 Twitter: https://twitter.com/1upIndie
💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount) Patch V2022.3 - More cool features [GameMaker Studio 2]](https://i.ytimg.com/vi/okl5XJh1cYU/mqdefault.jpg)

![Patch V2022.2 - Before you update [GameMaker Studio 2]
The newest patch comes with some good quality updates like texts in sequences or that you can now use the rgb standard by defining your colors in code.
One fundamental change is that the steamworks inbuild functions are being removed. That doesnt mean they are all gone but the process goes now through an extension (in the their marketplace) that is on a more modern steamworks standard. This also means that your old setup is being removed from preference/platforms in GameMaker Studio. This may cause some issues if you are about to ship your game to steam. The second change is that your project made in 2022.2 are not compatible with older version of GameMaker Studio. Please take these two factors into consideration when you are about to update your ide.
Release notes:
https://www.yoyogames.com/de/blog/release-2022-2
https://gms.yoyogames.com/ReleaseNotes.html
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
📸 Instangram: https://www.instagram.com/1upindie
🐦 Twitter: https://twitter.com/1upIndie
💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount) Patch V2022.2 - Before you update [GameMaker Studio 2]](https://i.ytimg.com/vi/pSaUxy9mj5o/mqdefault.jpg)
![Inventory system part 2b (alternative) pre-set and fixed [GameMaker]
This video tutorial shows you how to setup the first part of an inventory system that is modular and later on it will be advanced to suit more then basic needs.
Here we will make a system for a fixed inventory where all items are unique, their position is unique and if tey are collected or not and. That means all items are preset in advance and the player only unlocks them.
Icons used by Dusk CC4by found here:
https://dusk-games.itch.io/
You can find the project file in my discord server under this section:
free-stuff_gamemaker
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
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🐦 Twitter: https://twitter.com/1upIndie
💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
0:00 What is the series about. Make an inventory system Nioh style
1:03 Subscribe
1:16 What is a fixed/pre-set structure for inventories
2:09 Setting up grid positions
3:08 Inventory drawing all grid positions code
6:08 Pre setting all inventory entries/items and adding a collected variable
8:19 On click flagging the corresponding item/entry as collected
11:29 Game shown: Souldiers Inventory system part 2b (alternative) pre-set and fixed [GameMaker]](https://i.ytimg.com/vi/pkKKslaKh8I/mqdefault.jpg)
![Series is on ice/cancelled [#6 Remake Undertale in GameMaker ]
This is the 6th in a short series of remaking the battle system which you see in Undertale in GameMaker.
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 its head.
🚧 For the future: This series is under construction and since views have been super low, I have to cancel it. It seems the interest and my method didnt bind enough people to actually watch it.
Template project file found here:
https://discord.com/channels/582918792145928202/1205513075273502740
You can find the full projects if you are a patreon or later on for 2 bucks on itch.io.
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Game shown: Until we die (it is an cancelled game though!)
Follow me on:
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📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount) Series is on ice/cancelled [#6 Remake Undertale in GameMaker ]](https://i.ytimg.com/vi/qI-jju179aU/mqdefault.jpg)
![How did the Heartbound developer go viral [Marketing for Indie developers]
This video shows you a theory how the Heartbound developer Piratesoftware went viral and what you as an indie developer can learn from it. Congrats to Piratesoftware having achieved what only a tiny handful of people can achieve. 1 million subs on Youtube.
This theory was made in a quick and dirty research from my side (glorious 15 minutes). But still it may be valuable for indie developers that want to emulate his success or copy something from him because his numbers are pretty good (social media, sales of Heartbound).
So from what I could gather on the internet, following things went pretty well for Priatesoftware.
1. His game was covered 6 years ago by a really big streamer/influencer (March 2024, 30mio subs) and the audience plus the streamer did give positive feedback towards the demo of his game Heartbound. I played it myself and can say it is well crafted. That is a really good start.
2. He got promoted 3-4 months ago by another big time influencer where his numbers shot up again with strong keywords. Between those his YouTube channel/twich dev stream was earing steadily subs (and views) but not as exponentially as with his 2nd flappy bird moment (the one you see right now). The conclusion is here that the grind (make your game, create marketing videos/streams/blog posts, important also) is being dwarfed by getting viral and surfing on the wave.
But hey, maybe I am missing something. Not all makes sense. Let me know.
Sources from the video:
https://gamemaker.io/de/blog/pirate-software-from-infosec-and-blizzard-entertainment-to-streaming-gamedev
https://steamspy.com/app/567380
https://socialblade.com/youtube/c/pirate_software
https://store.steampowered.com/app/567380/Heartbound/
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount) How did the Heartbound developer go viral [Marketing for Indie developers]](https://i.ytimg.com/vi/qPE8KWHQVX8/mqdefault.jpg)
![Persistance or carry over values [Game Maker | Most know Basics]
This basics video tutorial shows you what persistence, aka carry over values/instances, mean in GameMaker.
These concept is pretty simple, you want to carry over values like health ammo etc. during runtime into other levels/rooms. Since GameMaker and other engines front load things, once you jump/change the room all the old values/assets are being deleted and the new rooms things are being loaded in. So how can you carry over values? You flag one or more instances as persistence, and they are not being deleted by the room jump. Thats it!
Tldr:
flag instances as persistence to no get delete by room jump
Game shown: Blade Assault
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
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📜 Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
CHAPTERS
0:00 Issue to be solver, carry over value (health)
0:53 Persistence is not saving/loading
2:30 Save to values in outside/persistence instance
4:15 Recap, persistence vs load/save Persistance or carry over values [Game Maker | Most know Basics]](https://i.ytimg.com/vi/qxTga9kBpKQ/mqdefault.jpg)
![Draw outlined text - the easy way [Game Maker | Basics]
This basics video tutorial shows you how to draw your text with an outline the easy quick and dirty way in GameMaker.
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. Thats 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
👑 Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
📸 Instangram: https://www.instagram.com/1upindie
🐦 Twitter: https://twitter.com/1upIndie
💬 Discord: https://discord.gg/gvr98nb
📜 Udemy: https://www.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 doesnt work well with interpolated/antialiased fonts
3:06 Game shown: Cave Blazers Draw outlined text - the easy way [Game Maker | Basics]](https://i.ytimg.com/vi/qzROcUYf3G4/mqdefault.jpg)

![Larp as game designer - win laptop [OperaMaker]
GameMaker Press Play is an event for beginners and the basic idea behind this competition is to encourage new users to go into game developement.
So you could see this as a extra kickstarter in your career plus get some goodies on the way.
What they want you to submit is a document which entails your ideas of a game you would like to produce with some rules attached to it. You are here basically the game designer (in a limited form) and try to pitch your idea (a game design document in an early conceptual stage).
Article in question:
https://www.yoyogames.com/de/blog/share-your-idea-for-a-game-and-start-now-your-game-making-journey
What is a game designer?:
https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/?couponCode=D30351DDBF55DCA16F8A Larp as game designer - win laptop [OperaMaker]](https://i.ytimg.com/vi/rDq8_Dn9grA/mqdefault.jpg)