QUICK CORRECTION: I was mistaken about GameMaker not having a function for replacing a word throughout your entire code. It does, it was just that it was a bit hard to find out through the internet how you do it.
Hi loved your tutorial. If your ever in need of free music to use for your projects or for game jams check my channel out. All i ask is you give me credits for making the tracks you use.
Iv used Gamemaker in the past (7 years ago) and I'm just getting back into game dev. I messed around with Godot and while I like GDscript, GLM is more straight forward Like Godot is if Input.is_action_pressed("ui_left"): # Your code here While GML is if keyboard_check(vk_left) { // Your code here } In this case, it's not that big an issue but some things take way too much typing out Godots amazing animation player has me in a chokehold hold though. And Gamemakers game UI is a burden. Ugh I need the two companies to just work together to make a super engine lol
@@gleefuluv so true. Same for setting up Y-sort in Gamemaker it's a nightmare compared to other engines. Gamemaker could be perfect if they make these few tweaks
Use shift+ctrl+f to change a variable in all your code so changing an object name is two step : change the name and then change all the call in the code. And missing semicolor will in some cases make the game crash in more advanced gml coding, especialy when using yyc (C++ compiler) but at first I didn't even know about them and my code worked without them but as my code got more and more advanced and in depth, missing semicolon caused more and more crashes so I now put them everywhere. But increadible video, I really liked it, I agree with you all along
great devlog :) I completely agree with your point about sticking with a Game Engine you know, it makes it much easier to actually make progress on the game. I think one other key point to point out is that, specific engines and languages offer potentially more benefits beyond indie game development, like C# + Unity, because it's so heavily used within Games industry would be beneficial to learn because it's a skillset that offers more job opportunities as well.
@@tughloksiddiquee1714 the number of releases from both engines tell a very different story though. And that story is that Unity is king, and by lot, followed in releases by Unreal and Gamemaker.
Idk if it is a good idea, but you can use macros to save the object name, so instead of calling the object, you call the macro, wich contains the object name, so whenever you want to change the object name, you not need to worry for changing it in the entire code as you're using the macro. Thats one option, the other is using ctrl+shift+F and find the old name and change with the new one
It's always interesting to see others opinions on engines! I started with gamemaker in HS but have since used other engines like Unity, Godot and a bit of Unreal and I recently went back to gamemaker for a short project and... yeah I don't really like it anymore haha. I find it really restrictive now and doing UI is a nightmare. Glad they went back to the one time payment (excluding consoles)
Fascinated by your game art, but as a programmer I would recommend not writing words in your images otherwise you are stuck with english. And in most game engines the support for localisation is pretty easy to do.
Yes I am aware of that 👍 As for the art. A lot of the pixel art (but not all) is done by volunteers who are helping me with the project, so I can't take the credit for that
I simply like working with GM. I tried Godot and really wanted to like it but making very simple things like collision or movement or shooting seem to be super convoluted, and I absolutely hate the compartmentalize system it has. You have to work with signals and what not to simply make the instances interact with each other. So much hassle. so I switched back to GM. It's not perfect by any means but I can work with it. With Godot I'm constantly frustrated.
how did you get your game files on the right hand side to look like that? edit.. NM I figured it out Also, I do not like depth = -y because that is based on the origin of the sprite. I like to use depth = -bbox_bottom; because now I can use the Origin where ever I want with out loosing the sorting effect
I loved gms1.4, but just downloaded gms2 and...wth? I hate the new UI and how stuff is displayed. I can't find anything and it feels so obtuse. For a 2d game, the older version felt so much more intuitive.
Hi im seth and i need help with my dream game its a smash bros game from scratch in game maker im not going to used platform engine because i dont know what im doing
The absolutely worse thing about GM is no UI system in it yet, although it is on the roadmap. Drawing UI with the draw event is utterly terrible. The 2nd worse thing is no inbuilt tile collisions and autotile at runtime.
yeah , although gml i was able to get a grasp on a lot more easier, im trying to learn unity for my project , im a few weeks in learning but c# is a lot more complex , also unity itself is a lot more daunting than game maker
@@randomnumbers84269 dunno man , i posted on the official gm forums for support and could not get a definite answer, also talking about 8 player couch ,4 players can be done easy
I use gamemaker for free. You do have to pay to export your game but buying one month and then cancelling is enough. It's 5 dollars per month (so in other words 5 dollars) if you simply want to export it for PC
@@error17_ Godot is open source and isn't too bad. It's nice for 2D games and it's 3D is getting better. Not a linux user but from my understanding that stuff is all open source which is pretty crazy when you think about it. Of course open source does not automatically mean good, but there are plenty of open source projects that are good especially considering it's literally free a lot of the time. Lots of really nice open source plugins for godot too. Affine isn't bad and neither is Obsidian, both of which I think is like half open source? Like some of the code is hidden but I think the important part is available.
The subtitles say fight against evil youtube alligator rotterdam which is a great name for a villain tbh
I really like working with GameMaker because i used this engine for years and im still learning so much new things!
QUICK CORRECTION: I was mistaken about GameMaker not having a function for replacing a word throughout your entire code. It does, it was just that it was a bit hard to find out through the internet how you do it.
personally i use ctrl + shift + f and replace everything i need.
Hi loved your tutorial. If your ever in need of free music to use for your projects or for game jams check my channel out. All i ask is you give me credits for making the tracks you use.
They have prefabs now too, does that help?
Iv used Gamemaker in the past (7 years ago) and I'm just getting back into game dev. I messed around with Godot and while I like GDscript, GLM is more straight forward
Like Godot is
if Input.is_action_pressed("ui_left"):
# Your code here
While GML is
if keyboard_check(vk_left) {
// Your code here
}
In this case, it's not that big an issue but some things take way too much typing out
Godots amazing animation player has me in a chokehold hold though. And Gamemakers game UI is a burden. Ugh I need the two companies to just work together to make a super engine lol
@@gleefuluv so true. Same for setting up Y-sort in Gamemaker it's a nightmare compared to other engines.
Gamemaker could be perfect if they make these few tweaks
funny how you said you dont like the game maker workspace. That's probably one of my favourite features. :)
Good video! The volume of your voice could come up significantly though :) Thanks for sharing your experience.
Yeah I'm still struggling with getting the volumes right 😅
@@icecubemaker1478 I work in music. If you'd like some help feel free to DM me
Use shift+ctrl+f to change a variable in all your code so changing an object name is two step : change the name and then change all the call in the code.
And missing semicolor will in some cases make the game crash in more advanced gml coding, especialy when using yyc (C++ compiler) but at first I didn't even know about them and my code worked without them but as my code got more and more advanced and in depth, missing semicolon caused more and more crashes so I now put them everywhere.
But increadible video, I really liked it, I agree with you all along
great devlog :) I completely agree with your point about sticking with a Game Engine you know, it makes it much easier to actually make progress on the game. I think one other key point to point out is that, specific engines and languages offer potentially more benefits beyond indie game development, like C# + Unity, because it's so heavily used within Games industry would be beneficial to learn because it's a skillset that offers more job opportunities as well.
[Bookmark] 2:46 Lack of ability to change the name of an object without having to change the entire code...
I do think for 2D pixel games GameMaker is the best game engine for the job.
it's certainly good, but due to limitations, he he mentioned and some he didn't, Godot is probably the better option
@@tughloksiddiquee1714 the number of releases from both engines tell a very different story though. And that story is that Unity is king, and by lot, followed in releases by Unreal and Gamemaker.
@@tughloksiddiquee1714What are the biggest limitations to you?
Idk if it is a good idea, but you can use macros to save the object name, so instead of calling the object, you call the macro, wich contains the object name, so whenever you want to change the object name, you not need to worry for changing it in the entire code as you're using the macro.
Thats one option, the other is using ctrl+shift+F and find the old name and change with the new one
Yep I found out about this later. It makes things way easier!
wth was that "HIIIGHER" at 5:26???
It's always interesting to see others opinions on engines! I started with gamemaker in HS but have since used other engines like Unity, Godot and a bit of Unreal and I recently went back to gamemaker for a short project and... yeah I don't really like it anymore haha. I find it really restrictive now and doing UI is a nightmare. Glad they went back to the one time payment (excluding consoles)
3:11
Me when new Feradeus vid
The video seems really interesting but the sounds is too low
Fascinated by your game art, but as a programmer I would recommend not writing words in your images otherwise you are stuck with english. And in most game engines the support for localisation is pretty easy to do.
Yes I am aware of that 👍 As for the art. A lot of the pixel art (but not all) is done by volunteers who are helping me with the project, so I can't take the credit for that
I simply like working with GM. I tried Godot and really wanted to like it but making very simple things like collision or movement or shooting seem to be super convoluted, and I absolutely hate the compartmentalize system it has. You have to work with signals and what not to simply make the instances interact with each other. So much hassle. so I switched back to GM. It's not perfect by any means but I can work with it. With Godot I'm constantly frustrated.
how did you get your game files on the right hand side to look like that?
edit.. NM I figured it out
Also, I do not like depth = -y because that is based on the origin of the sprite. I like to use depth = -bbox_bottom; because now I can use the Origin where ever I want with out loosing the sorting effect
That's really smart!
I loved gms1.4, but just downloaded gms2 and...wth? I hate the new UI and how stuff is displayed. I can't find anything and it feels so obtuse. For a 2d game, the older version felt so much more intuitive.
Hi im seth and i need help with my dream game its a smash bros game from scratch in game maker im not going to used platform engine because i dont know what im doing
Best way to learn a engine make pong ,you’ll find in most engine it will take hours in gamemaker it takes minutes 😂
His head isn't THAT shiny.
The absolutely worse thing about GM is no UI system in it yet, although it is on the roadmap. Drawing UI with the draw event is utterly terrible.
The 2nd worse thing is no inbuilt tile collisions and autotile at runtime.
Oh and don't forget about the extremely bad text formatting in GM. No BBcode, although it is coming eventually.
Yeah creating the UI is the least fun part about making a game in gamemaker unfortunatly
So true. Gamemakers horrible game UI is what keeps me crawling back to Godot 😢
Have you tried GDevelop
I tried it is a good free engine but its miles behind GM
@@vorrdegard2176 in what way and how?
@@Shadowthevampire you can not menuplate Tile objects like in GM
@@vorrdegard2176is GM good for web games ?
Like how big is projects size of an Empty one.
Is dynamic loading available etc etc
@@Volt-Eye. What does that function do?
i like gamemaker but it cant support my project of 8 player couch party game with gamepads,
Yeah it certainly has its limitation!
yeah , although gml i was able to get a grasp on a lot more easier, im trying to learn unity for my project , im a few weeks in learning but c# is a lot more complex , also unity itself is a lot more daunting than game maker
Why can't it support that? I'm asking because I worked on a couch party game for 4 players before and there weren't any issues with 4 players.
@@randomnumbers84269 dunno man , i posted on the official gm forums for support and could not get a definite answer, also talking about 8 player couch ,4 players can be done easy
I'm sure gamemaker is a fine engine, but 90$ ???
I use gamemaker for free. You do have to pay to export your game but buying one month and then cancelling is enough. It's 5 dollars per month (so in other words 5 dollars) if you simply want to export it for PC
Im sorry, but open source does not = good...
Yeah it does
@@KingUsyk Prove it
@@error17_ Godot is open source and isn't too bad. It's nice for 2D games and it's 3D is getting better. Not a linux user but from my understanding that stuff is all open source which is pretty crazy when you think about it. Of course open source does not automatically mean good, but there are plenty of open source projects that are good especially considering it's literally free a lot of the time. Lots of really nice open source plugins for godot too. Affine isn't bad and neither is Obsidian, both of which I think is like half open source? Like some of the code is hidden but I think the important part is available.