If the app doesn’t use all the characters, you can select a range to free up space. This is where you can define fonts, this includes the font itself as well as the size and what characters are needed. Show_message('The options configuration file was not found. Ini_write_real('Settings','Fullscreen','1') Volume=ini_read_real('Settings','Volume',1) Music=ini_read_real('Settings','Music',1) That is what this script code does: //Load the default options file.įullscreen=ini_read_real('Settings','Fullscreen',1) To do this a script could be made that would make the file and fill it with the correct values. For example, if the game has an options menu, all of the options’ values once selected in the menu would be stored in a file externally from the game. Scripts enable the use of custom code to do certain things. This is where things can get pretty complicated. For example, if you set the position to “.5”, the object will be moved to the middle of the path. Path position sets the location of the object on the path from 0 – 1. Path speed will set the speed of the path, negative numbers will make the instance move backwards while zero will stop the instance on this path. The next option will end the current path that an instance is following. “Set Path”, “End Path”, “Path Position” and “Path Speed.” The first option sets a path for an instance. To make an object follow a path go into the object properties pane and in the “move” tab there will be four options. There are also options to flip the path on either axis, rotate the path, and scale the path. On the left side of the pane “add” will add a new point at the bottom of the stack and “insert” will add a point at the location selected in the stack, and of course “delete” will delete the selected point in the stack. Getting a rough outline of the path then going in and modifying the coordinates to the precise locations after is the recommended method, this way you don’t have to search around for the X and Y values. To create a path just click in the gridded area where you want the first point to be, then the second point and so on. Creating a new path opens the path editor that allows the creation of said path, once created then in the creation event an action or code can be called for an object to follow a given path. The basic idea behind paths is that at some point in the game, the developer may want an object to follow a certain path in a room. The background will always be behind everything in the room. You can access the backgrounds and apply them in the room settings under “background”. Doing this will ensure that everything scales properly.Ĭreating a background is basically the same as creating a sprite, with the ability to load and edit the background. This is where background images will go, ideally they need to be the same as the room’s width and height. Sound files must be imported and can not be created in GameMaker by itself, however there is a simple sound editor. GameMaker supports any file type and that file can be uncompressed or compressed depending on the developer’s needs. Sounds are an important part of any game, and this is where you add them. Side note: always center the origin by clicking “center”, this will ensure that spawning and collisions work properly. You can add as many frames as you want, or even make an animation in a third party program like Flash and import it into GameMaker. To do this, just create multiple images in the same sprite instance, this can be done by clicking the blank piece of paper with a green plus in the image view screen. GameMaker has the ability to do animations as well. Creating a sprite using GameMaker is extremely limited and is no substitute to an actual graphics program like Photoshop. From here you have the ability to load a sprite externally or there is also the option to create one in GameMaker. Once a new sprite is created, the sprite properties box pops up. Creating a sprite, or anything for a specific folder, all that is required is to right click on the folder and click “Create …”, this will create a new instance of whatever folder is selected. This folder handles all of the images for the game except for backgrounds, which will go in the backgrounds folder. Each folder handles different parts of the game. The next color is blue, this is the sidebar this is where the magic happens. In this article we will be focusing on Android as the target platform. The most important items on the task bar are the green play button, which will run the program on the specified platform, and the target drop down, which will let the developer specify which platform they want the app to run on. The orange selected area is the task bar, this is where most of the run commands are. The image above breaks the main window into 3 parts differentiated by the colors blue, green and orange.
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