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Build a Side-Scroller Platformer game with GameMaker: Studio
Rating: 4.2 out of 5(45 ratings)
815 students

Build a Side-Scroller Platformer game with GameMaker: Studio

Learn the absolute complete process on building and publishing your own side-scrolling action game from scratch!
Created by3dmotive LLC
Last updated 4/2017
English
English [Auto],

What you'll learn

  • Learn the complete process of building a side-scrolling platformer game
  • Learn to build sprites, add animations and audio, and build tilesets for your game levels

Course content

5 sections99 lectures6h 7m total length
  • Download Course Files Here!0:06
  • Introduction1:21

    Begin building a side-scroller platformer with GameMaker: Studio by laying foundational assets, configuring rooms, and implementing basic movement and navigation controls to form a solid project base.

  • Course Requirements1:56

    Review the GameMaker: Studio version options, verify compatibility with the standard version or higher, and note Android export requirements and free version limitations.

  • The Challenge Ahead4:30

    This course guides you in building a complete side-scroller level for atomic thunder buster in GameMaker: Studio, covering movement, jumping, shooting, health bars, collisions, and a boss.

  • Creating a New Project4:32

    Create a new GameMaker: Studio project named thunderbox for atomic thunder buster, import assets, and organize into folders for power ups, player sprites, and sounds.

  • Importing the Player Neutral Sprite6:09

    Import the player neutral sprite into GameMaker: Studio, resize to 128 by 128, and set the origin at the center to align with ground contact, preparing weapon-embedded character animations.

  • Importing the Animated Player Sprites3:38

    Import and assemble animated player sprites in GameMaker: Studio by creating a single animated sprite from multiple frames, resizing to 128 by 128 pixels, and centering the origin.

  • Backgrounds and Tilesets4:13

    Import backgrounds and tilesets into GameMaker: Studio project by dragging and dropping, labeling as backgrounds or tilesets. Set tile size to 64 by 64 and padding to 8 for tiling.

  • Creating Objects2:18

    Create objects to populate levels by using the objects group, setting up a player and enemies as placeholders linked to sprites, then refine via events and actions.

  • Begining the Level5:09

    Create game objects including the player, elevator, emmys, boss, and power-ups, then design the level room with 800 by 600 viewport and 64 by 64 tiles.

  • Adding the Level Background2:21

    Switch to backgrounds tab, disable the draw color option, apply the imported level 01 background image as a tiled background, and enable horizontal and vertical tiling for a seamless backdrop.

  • Building Levels from Tilesets8:16

    Populate level with 64 by 64 tiles to form a walkable ground on layer 100 and dirt on layer 200, using depth, flipping tiles, and grid snapping for collision-ready platforms.

  • Levels and Objects3:47

    Assemble levels from tiles to build stages, using pixel padding to prevent cracks. Snap to grid and place the player, enemies, and health power-ups, then preview 800 by 600 level.

  • Preparing to Script3:30

    Prepare to script core player movement by setting up the level, testing with play, and creating script files to handle left and right navigation and future gravity and collisions.

  • Starting to Code Player Movement2:30

    Code a player movement system by defining a speed constant (10 pixels per step) and an update function called every step to move player left or right, based on input.

  • Completing Player Movement4:49

    Control player movement in a side-scroller by checking left and right keyboard input, updating the x position, and wiring the script to the player, with a camera following.

  • Refining Player Movement6:35

    Follow the player with a camera boundary and 300 pixels; flip the sprite with image X scale for left/right movement; and resolve simultaneous left-right input by summing directions to zero.

  • Looking Ahead...1:38

    Look ahead to implementing collision detection, gravity, and jumping, enabling obstacle collisions, platforms, and moving platforms. Build on the solid foundations of assets and level structure established so far.

Requirements

  • GameMaker: Studio
  • Inkscape
  • Photoshop or a similar image editing software

Description

In this course, instructor Alan Thorn will be walking through the process of creating a side-scrolling platformer game from scratch using GameMaker: Studio. Here he will be covering topics such as sprite creation, tilesets, collision detection, and any scripting necessary to get the game up and running.

(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)

More about the Instructor:

Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.

Who this course is for:

  • Complete beginners to GameMaker: Studio interested in building retro, old-school side-scrolling action games