Uploaded August 2023 | Updated September 2026, 7 hours ago
This basics video tutorial shows you how homing can work in GameMaker Studio with 2 lines of code. There will be a follow up video on a homing rocket barrage like you see in games like Armored Core, but the cheap man's 2D version.
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:
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
0:59 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
This basics video tutorial shows you how homing can work in GameMaker Studio with 2 lines of code. There will be a follow up video on a homing rocket barrage like you see in games like Armored Core, but the cheap man's 2D version.
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:
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
0:59 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
![Xp and popUp system [#11 Vampire Survivors Remake in GameMaker ]
This is the 11th and final video in a series on remaking Vampire Survivors in GameMaker.
The first part of this video tutorial shows you how to make a xp system that makes scale upwards. Before we can make a menue popup system possible we need to block things to like spawing, player movement, enemy redirecting. That we do by a simple check if the an obj_upgrade is present in the room. This object is being spawed if we have a level up and goes away if one of 3 choises is being selected. So we block coin collecting, the spawning of new weapons, player input (to move while an upgrade is happening) and the enemy control loop is being overritten so that the enemies dont animate and move towards the player. Thats it!
π§ For the future: This series will will build expanded the further we go into the series. This series has ended offically with this video. The current project and an upgrade version will be added to my patreons and itch.io buyers.
π»Project + assets found here:
https://1up-indie2.itch.io/vampire-survivors-mini-engine
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
1:03 Subscribe
1:15 The concept what we do
3:18 xp system
4:34 Define the popup/upgrade instance for blocking
5:24 Block player input
5:50 Block coin collecting
6:22 Block weapon spawning
6:57 Block enemy spawning
7:24 Over ride enemy control by nullifying speed and animation
8:48 Block player animation
9:58 PopUp/upgrade position and setup
10:42 Setting up obj_Upgrade
13:41 Create a bouncing animation with an animation curve
21:12 Congrats and thank you for watching Xp and popUp system [#11 Vampire Survivors Remake in GameMaker ]](https://i.ytimg.com/vi/h5uuTQHDq90/mqdefault.jpg)
![Bitmap/Sprite fonts - How to use [Game Maker | Basics]
This basics video tutorial shows you how to use sprites as a font in GameMaker.
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. Thats 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!
https://opengameart.org/content/superpowers-assets-bitmap-fonts
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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, 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 Bitmap/Sprite fonts - How to use [Game Maker | Basics]](https://i.ytimg.com/vi/hM3qN0CXl2M/mqdefault.jpg)
![Wall bouncer - [Game Maker Studio 2 | Enemy Ai]
This enemy ai tutorial shows you how to make an enemy that bounces off walls (ricochet) with only 3 lines of code in GameMaker Studio.
The idea is quite simple. You give you enemy a start speed plus a direction where to go to. Movement is now setup, the automatic bouncing work when you have a collision with an instance wall which needs to be flagged as solid. To automatically change the enemys direction just input move_bounce_solid and viola, it does now bounce off walls
This system can be used for bullets that reflect, bounce of walls also.
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
Corey Archer CC0
https://opengameart.org/content/top-down-pokemon-esque-sprites
0:00 What we will do
0:37 Subscribe
0:48 Theory how it works plus a setup
1:23 Coding part Wall bouncer - [Game Maker Studio 2 | Enemy Ai]](https://i.ytimg.com/vi/hTPHzHM2KQ0/mqdefault.jpg)
![Steam capsule art, what is there to know? [Marketing for Indie developers]
This video shows you the basic theory behind making a Steam capsule art image and what kind of trends are visible so that you can use these informations on your own games capsule art.
If you have been wondering what you can do to get more attention towards you game with your capsule art or why should be actually in there and as well as you are curious what kind of trends of the topseller are being set as standards, well then this video is for you. The second part (learn from the top seller what works and see trends) is a follow up video because it was too long and rambly.
If you just want the quick and dirty tldr info, here it is:
1. First establish some basic rules to follow:
- few elements, less is more
- focus points/high lighted things/visual hooks (via color/art)
- hierachy of elements (top left to right)
- style/color consistency
- balance/symmetry
3. Trends
- no pixel art
- dark themes, dark colors, male audience focus
- emphasis on a head/action/prop
- household names can get away with all
- text is mostly white/golden/orange/brown black
- no idea on your own capsule? Open skys and fog and text
- no gore/no sexual stuff
Game shown: BatBoy
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for max discount)
CHAPTERS
0:00 Intro
2:28 Basic rules on capsule art for Steam
9:49 Trends set by the best sellers on Steam Steam capsule art, what is there to know? [Marketing for Indie developers]](https://i.ytimg.com/vi/hfZHMi1JFNY/mqdefault.jpg)
![Access data structures + arrays [Game Maker | Basics]
This basics video tutorial shows you how to access data from structures like ds_list, ds_grid, ds_map or arrays in GameMaker.
The idea is quite simple. You create your own data like a ds list or an array and want to access/read out the value stored in there. Accessors are a shorter way to do that with a specific letter for each data structure. So if you want to access a specifc index of an array you can use the @ letter or for example for the ds_list the | letter. Thats it!
Video on arrays:
https://youtu.be/m4TzXe-hXpk
Video on ds lists:
https://www.youtube.com/watch?v=3ygcKjltSQY
Cool monster image from video thumbnail:
https://opengameart.org/content/main-art-from-monster-rpg-2
Offical manual on that topic:
https://manual.yoyogames.com/GameMaker_Language/GML_Overview/Accessors.htm
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
0:39 Subscribe
0:54 Theory of what accessors and data structures are
1:19 Example of a simple data structure, here a ds list
4:49 Same thing for accessing arrays
5:34 Foreshadowing of the evil to come, structs Access data structures + arrays [Game Maker | Basics]](https://i.ytimg.com/vi/hnYtW4ang4I/mqdefault.jpg)
![Dead Cells style fog - The easy way [GameMaker | Vfx]
This vfx tutorial shows you how to make the fog effect like in Dead Cells with a few mouse clicks in GameMaker.
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. Thats it!
For more detailed infos check out:
https://en.wikipedia.org/wiki/Perlin_noise
https://en.wikipedia.org/wiki/Simplex_noise
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
0:30 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 Dead Cells style fog - The easy way [GameMaker | Vfx]](https://i.ytimg.com/vi/i4EjrjoJzec/mqdefault.jpg)
![GamerMaker 2023 [explained] - quick and dirty
This video is a compressed version of GameMakers update plans and their offical video. Not all things are covered, because I dont want to speculate or some content was not relevant for most people.
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 https://www.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?
https://gamemaker.io/en/bundles
4. Convert from 3D into 2D tool:
https://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:
https://gamemaker.io/en/blog/gamemaker-update-2023
Full offical YoYo Games video here:
https://www.youtube.com/watch?v=uF5q_Y0NwJs
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π Udemy: https://www.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 GamerMaker 2023 [explained] - quick and dirty](https://i.ytimg.com/vi/i5qcW46LXFU/mqdefault.jpg)
![Draw things on top each other - Depth sorting [Game Maker | Basics]
This basics video tutorial shows you how to depth sort (depth system) in GameMaker.
Things feel natural if they are being draw correctly. Image a stack of cards and it is obvious that the top card would be visible to you. So what we do is to check where the instances are and sort them to their own depth (or their own layer so to say) according to their y position in the room. We cluster all the instances into a parent object and swap their current depth to their -y value. We do that with the with statement that allows use to go through all the instances and swap their own depth. Thats it!
Advanced version of controlling depth:
https://www.youtube.com/watch?v=8QCgN2RDA9I
(Free) Art shown in the project and in video thumbnail:
Ansimuz CC0
https://opengameart.org/content/tiny-rpg-forest
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
0:59 Subscribe
1:11 Theory of depth and how things are being draw
2:03 Depth sorting
2:37 Grouping instances into a parent object to sort
3:44 Pitfalls of this depth sorting Draw things on top each other - Depth sorting [Game Maker | Basics]](https://i.ytimg.com/vi/igp2Ac_X_Jo/mqdefault.jpg)
![Gradient water/sea background - The easy way [GameMaker | Vfx]
This vfx tutorial shows you how to make a sea/gradient background for showing off in GameMaker with just a few mouse clicks.
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:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
0:48 Set a gradient effect layer
0:42 Set an underwater effect layer
3:11 Finishing with a vignetter effect layer Gradient water/sea background - The easy way [GameMaker | Vfx]](https://i.ytimg.com/vi/imIDu84jIF0/mqdefault.jpg)
![Gravity Storm under the hood [game design, make in GameMaker]
Gravity Storm: First Mission is an action platformer similar to Metal Storm which was a Nes game in 1991. The idea is that the player can change the gravity on a button press and use the environment to his advantage.
This game design series will be each Friday on one of the games from my (community) discord channel or here youtube channel. The idea is to softly analyse and give useful feedback for the game. So you are all invited to chip in!
Game/demo found here:
store.steampowered.com/app/3482870/Gravity_Storm First_Mission Gravity Storm under the hood [game design, make in GameMaker]](https://i.ytimg.com/vi/jY_0SUvzbDE/mqdefault.jpg)
![Weapon damage [#7 Vampire Survivors Remake in GameMaker ]
This is the 7th video in a series on remaking Vampire Survivors in GameMaker.
The video tutorial shows you how to use the weapons created to damage the enemies and if their hp pool is zero to destroy them. For that we first assign a damage value to the weapon parent and assign a hp variable in the enemy parent which is getting substracted later on. So we need to create a collision rectangle list (or any other collision you prefer) to get the id of the enemy being hit/collided with and there we substract from each enemy hit the hp the damage value. If the hp is zero or below we remove the enemy instance from the game. Thats it!
To refine this system, we organize the damage values of each weapon in the player and each time we spawn a weapon we grab the current value, which will increase/change during gameplay. Normally you would do that in an outside controller object, but this simplified version does the trick also. Also note that we use a collision [rectangle] list because this is making sure we get each step all the instances getting hit by the weapon. The regular collisions only collide with one instance each step which would result in instance visibly hit not getting any kind of damage or hp reduction.
π§ For the future: This series will will build expanded the further we go into the series.
π»Project + assets found here:
https://1up-indie2.itch.io/vampire-survivors-mini-engine
π Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
πΈ Instangram: https://www.instagram.com/1upindie
π¦ Twitter: https://twitter.com/1upIndie
π¬ Discord: https://discord.gg/gvr98nb
π 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
0:43 Subscribe
0:55 The concept what we do
2:05 Create a damage variable for all weapons
2:36 Create a health variable in all enemies
3:24 Make a step event that can collide with all enemies
6:55 Refine the system by storing and grabbing unique damage values for each weapon
8:32 foreshadowing the next video
9:00 Game shown: Astalon: Tears Of The Earth Weapon damage [#7 Vampire Survivors Remake in GameMaker ]](https://i.ytimg.com/vi/k3evjBNv0Cg/mqdefault.jpg)