L1 GM2 Basic Skills 2
Basic Skills 2 aff Interactions acdassc Back to Game Design – GameMaker 2
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Basic Skills 2 aff Interactions acdassc Back to Game Design – GameMaker 2
L1 GM2 Basic Skills 2 Read More »
Basic Skills 1 Getting Started Place instances of objects on the instances layer: ** Next -> Basic Skills 2 – Interactions ** Back to Game Design – GameMaker 2
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L1 GM2 RPG Skills Depth and Decor The following video will guide you through creating a simple game in GameMaker 2.This video shows how to get started with GameMaker 2 and introduces ROOMS, OBJECTS and SPRITES.To make things happen, you are shown how to enter an elementary code (GameMaker Language (GML), very similar to Javascript
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L1 GM2 RPG Skills 3 Tiles + Simple Camera The following video will guide you through creating a simple game in GameMaker 2.This video shows how to get started with GameMaker 2 and introduces ROOMS, OBJECTS and SPRITES.To make things happen, you are shown how to enter an elementary code (GameMaker Language (GML), very similar
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L1 GM2 RPG Skills 2 The following video will guide you through creating a simple game in GameMaker 2.This video shows how to get started with GameMaker 2 and introduces ROOMS, OBJECTS and SPRITES.To make things happen, you are shown how to enter an elementary code (GameMaker Language (GML), very similar to Javascript and Python)
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Making Games with GameMaker Studio (GM2) Introduction Before you can start designing games, you need to understand what the following words used in Game Maker mean: rooms, backgrounds, objects, instances, actions, events, sprites, scripts Game Maker games take place in rooms. Think of a room as a level or scene for your game. Rooms have
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L1 GM2 RPG Skills 1 The following video will guide you through creating a simple game in GameMaker 2.This video shows how to get started with GameMaker 2 and introduces ROOMS, OBJECTS and SPRITES.To make things happen, you are shown how to enter an elementary code (GameMaker Language (GML), very similar to Javascript and Python)
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Haunted House – 4 10 Add Rooms, Inventory and MonstersExtra Room and Items and Random Start functionThis code extends/expands the scope of the game by adding a kitchen, a lamp, a knife, a key and a dragon.These items are set in rooms using a random value (1, 2, 3) at the start, with corresponding changes
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Haunted House – 3 Pattern recognitionThe second stage of computational thinking is called pattern recognition. This involves finding patterns in data and making sense of data. 7. Data StructuresOne thing to notice about the last solution is that it requires lots of ugly IF, THEN, ELSE statements, with some even nested inside others!Your game only
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Haunted House – 2 6. Adding More Movement:The following will guide you through the development of a simple game. Now to add two more features to make your game more interesting.* The game must keep going until the player enters quit or goes into a room and dies.* If a player tries to move outside
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