Easy hovering/floating - [Game Maker Studio 2 | Basics]
This basics video tutorial shows you how to create a simple floating/hovering the easy way in GameMaker Studio.
The idea is quite simple. You have a start y value and you add to that a sinus value. Since sinus values (returned by the sinus function) are always between -1 to 1 we have to finetune the frequency further and multiply that resulted value additionally with an amplitude value to control how much movement we want to have.
If you always wanted to create your own retro Megaman levels or even look insde how such an engine would look like, well I got good new for you.
This video is showing you a Megaman fan game level creator (Megaman Maker) where you can play your own or other guys levels for free like in Super Mario maker
Megaman fangame level creator:
https://megamanmaker.com
If you are a developer and want to have a peek inside a Megaman fangame engine there you have 2 options, the Megamix engine or the Mega Engine. Both are fangame engines and are free to use for private/fan releated issues.
Please keep in mind that you cannot use the images or the music in any commercial sense. Capcom has until now been very generous in allowing fan games of the Megaman IP so far, so please keep that in mind. The Megamix engine does not allow you to use the engine in any commercial sense but the Mega engine is open source, so if you use it, credit the producers of the Mega engine.
Mega engine:
http://sprites-inc.co.uk/showthread.php?tid=1648
Megamix engine:
https://magmmlcontest.com/megamix.php
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https://www.youtube.com/watch?v=5tbanTCYuBo
Yup, das ist das einzige Video was ich auf deutsch auf diesem Kanal machen werde. Versprochen!
Die Idee für das Tutorial Video ist recht simpel:
Es wird konstant unter dem pinken Roboter nach einer Pixel-Kollision im Lauf Ereignis (step event) nach einer Instanz der obj_Solid gesucht. Wenn unter dem Roboter keine Identifikationsidentität bei der Kollision wiedergegeben wird, ändert der Roboter seine Bewegungsrichtung um 180 und verändert die Bildachse zur Marschrichtung.
0:00 Spiel: Lost Ruins
1:24 Naja, alles in deutsch ab hier
5:55 Spiel: Lost Ruins
Verfolge mich hier :D:
? 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 max discount)
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https://www.youtube.com/watch?v=mypmThDdawE
Turbo Overkill (early access): 9 of 10
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!
? Support me and get fresh game art and game maker projects every month:
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? Udemy: https://www.udemy.com/course/become-a-video-game-developer-with-gms-23/ (See youtube about page for discount)
0:00 Intro
0:24 Turbo Overkill review
2:49 Incision review
5:14 Blood West review
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https://www.youtube.com/watch?v=bHmK3XwsYi0
This basics video tutorial shows you what direction and speed are actually when you see in under the hood in GameMaker.
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:
https://www.youtube.com/watch?v=MO4A_LT7KFk&t=168s&ab_channel=MantaGames
? 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)
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https://www.youtube.com/watch?v=VPqXb5iA_Bs
This visual effects video tutorial shows you how to make a sphere plus a wave distortion in GameMaker Studio.
What is that distortion good for?
You see it in lots of small details, like a pixel art torch, fireplace or if needed in water. This method is very useful to single sprites and further advanced in combination with a surface to add a mirrow effect.
In the first part I show you how you can make this sphere, link in the description to the orignal sprite used.
The second part deals with the shader in use. So if you have seen my heat wave shader, there is not much change here. You simply apply it to a single sprite by distorting the original sprite on the texture page through waves horizontally and vertically in a predefined frequency. Here you simply need to ajust the values until they fit your specific need.
You can apply this also to larger images like shown on the water. Just keep in mind that this method is not the best way to apply it there.
Ring sphere found here: CC0 by oglsdl
https://opengameart.org/content/glow-circle
Heat wave shader:
https://youtu.be/PcERSGvh7H8
Texture pages in detail:
www.youtube.com/watch?v=DBrGo0YFla0
▶ Gamemaker Studio: https://www.yoyogames.com/get
▶ Trial limitations: https://help.yoyogames.com/hc/en-us/articles/230407528-GameMaker-Studio-2-Trial-Limitations
♥ My free game Clunky souls:
https://1up-indie2.itch.io/clunky-souls
♥ My assets:
Get some assets at itch.io https://1up-indie2.itch.io/
♥ Support me and get fresh game art and game maker projects every month:
https://www.patreon.com/1upindie
Follow me on:
https://www.instagram.com/1upindie
https://twitter.com/1upIndie
https://discord.gg/gvr98nb
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https://www.youtube.com/watch?v=HYiiy1Z8Rwo
This video tutorial shows you how to make a simple spawner for whatever instance/object you wish in gamemaker studio. The concept is quite easy, run down a timer and when its less the 0 reset the timer plus spawn the thing in question. No magic required here.
▶ Gamemaker Studio: https://www.yoyogames.com/get
▶ Trial limitations: https://help.yoyogames.com/hc/en-us/articles/230407528-GameMaker-Studio-2-Trial-Limitations
? My free game Clunky souls:
https://1up-indie2.itch.io/clunky-souls
? My assets:
Get some assets at itch.io https://1up-indie2.itch.io/
? 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
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https://www.youtube.com/watch?v=IxZ0IZxyQPg
This basic video tutorial is meant for beginners who are not sure what the different variables mean and how they work.
The most commonly used variables are the instance variables (blue color) that are being used in the instance itself and not to be confused with the green colored inbuild ones which are predefined variable that define specific attributes of the instance in question. Besides these two, there you will find the local variables (brown color) useful which are not staying in the memory of the game because they get discarded after the end of the event they have been used. These are great for one time checks, loops etc. . Then there are the global variables (purple color) which are defined by the prexif/word "global" with an acessor which is a dot. These can be used in outside the instance. The last types of variables are the constants (red color) which are being preloaded into memory without the instance being the the room. These are being initialized/set once to be used as a static variable, which cannot be change during the runtime. The first one is macros which has very specific syntax (see video) and the enum, which are a group constants.
▶ Gamemaker Studio: https://www.yoyogames.com/get
▶ Trial limitations: https://help.yoyogames.com/hc/en-us/articles/230407528-GameMaker-Studio-2-Trial-Limitations
? My free game Clunky souls:
https://1up-indie2.itch.io/clunky-souls
? My assets:
Get some assets at itch.io https://1up-indie2.itch.io/
? 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
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https://www.youtube.com/watch?v=Ulaojbg7dxs
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. That's it!
? 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.
?Project + assets found here:
https://1up-indie2.itch.io/vampire-survivors-mini-engine
? 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
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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
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https://www.youtube.com/watch?v=h5uuTQHDq90
This basics video tutorial shows you how to setup make a radial orbiting instance around a target in GameMaker Studio like you see in Megmana games
The idea is quite simple. You need an anchorpoint from where to simulate a radial movement around it. Next you define a radius that is being increased all the time and a distance from that anchor point. That is pretty much it.
I wasn't sure how to call this, so this could be the same: circular movement, circular movement around given point, object orbit, radial movement. All mean the same thing, you have one fixed point to rotate/orbit around.
Resources free to use found here:
Natural_Privateer cc0
https://opengameart.org/content/pink-bubble-popping-animation-16x16
ansimuz CC0 tileset
https://opengameart.org/content/mega-bot-assets-pack
// full "mini" project found here:
link incoming
? 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)
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0:00 What we will do
0:46 Subscribe
0:58 Theory how it works
2:19 Setting up the bubble object to rotate
4:10 Creating 4 bubble instance plus passing their own angle
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https://www.youtube.com/watch?v=w3EV4HAvpHs