
Explore GameMaker Studio 2 features like built-in variables, drag and drop, rooms, scripts, and audio, and consult the documentation to understand how alarms, objects, and instances power your game.
Explore how rooms define levels in GameMaker Studio 2, manage objects and sprites, set backgrounds, and control movement with keyboard input while understanding the inverted y axis.
Create and import sprites in GameMaker Studio 2 using the workspace, resources, and sprites folder; name the sprite and import assets from your hard drive.
Learn to create an animated sprite from a sprite sheet by importing a strip image, setting frame size and horizontal separation, and importing standing, crouching, and running animations.
Learn to export animations as an image sequence and import a folder of frames into GameMaker Studio 2, then resize images to canvas size for a seamless workflow.
Learn to remove the background from sprites using the magic wand in the sprite editor. Left-click the background color to erase it, clean up leftovers, and preview the animation.
Learn how the origin point determines where a sprite is drawn, centering it enables rotation with image_angle, and changing origin from top-left to center or bottom-right alters its position.
Create a plain text sprite in GameMaker Studio 2, add a start button, set font style and size, and resize the canvas to preserve aspect ratio.
Explore animation in GameMaker Studio 2 by adjusting sprite image speed and frames per second to understand how 30 fps and 60 fps affect smoothness and looping.
Explore collision masks in GameMaker Studio 2: default sprite masks, per-pixel precise masking, and front/behind checks to prevent false collisions.
Create an object named player, attach a sprite to it, drop the instance into a room, and set its animation to five frames per second.
Set a different collision mask for the player, choose a sprite's collision mask to maintain consistent collision math, and use a consistent option when sprites have larger dimensions.
Learn to use rooms in GameMaker Studio 2: the first room loads, switch rooms with room go to, create and rename rooms, and set a background sprite.
learn to build game environments with tile maps in GameMaker Studio 2 by using tile sets as brushes, adjusting tile sizes, and painting or erasing layers.
Master create and step events in GameMaker Studio 2, initializing variables and running code once or repeatedly. Learn about default 30 fps and how to set 60 fps.
Master commenting in GameMaker Studio 2 by using // for single-line notes and /* ... */ for multi-line blocks to describe events and temporarily disable code.
move your player by changing its x and y values using built in variables in create and step events, and control speed with x increments at 60 frames per second.
Learn horizontal movement by using left and right arrows with keyboard_check to adjust the player's hsp, and use vsp and gravity to manage vertical motion and jumping.
Control vertical movement by jumping, applying gravity, and detecting tile map collisions beneath the player using a bottom center origin.
Master vertical collision control by checking the tile beneath the player, using vsp and while loops, and applying the sign function to stop at edges with centered sprites for checks.
Master horizontal collisions in tile maps by checking ahead from the player's origin using half the sprite width, with hsp adjustments and sprite mirroring for left and right.
Learn to control your player in GameMaker Studio 2 using the image X scale to flip the sprite and fix horizontal collisions, with left and right keyboard input controlling scale.
Animate the player with running, attack, and standing sprites set at 16 frames per second, using bottom-origin points and left-right input with absolute value checks.
Define and use an enumerator to manage player states such as stand, run, attack, and damage, by assigning constant values and checking current state.
Add an attack state by using alarm 0 triggered at 60 frames per second, activated with the Q key from the run state, and showing a half-second attack animation.
Learn to implement a damaged state for the player in GameMaker Studio 2, handling damage from enemies, forcing a fall, updating an HP variable, and using an alarm to recover.
Set up a camera and view in GameMaker Studio 2 by configuring the camera position, view size, and follow behavior with optional delay, while enabling and using viewports.
Apply a smooth camera-following effect in GameMaker Studio 2 by using lerp to gradually move the camera toward the player's x and y positions, creating an intentional delay.
Show the player's hp as hearts in GameMaker Studio 2 by drawing empty hearts first and overlaying full hearts, using a for loop and a max hp variable.
Create a bat enemy that spawns at random positions with random speeds. Move it toward the player using image angle and length logic, and trigger a damage state on impact.
Implement bat-to-player knockback and damage in a GameMaker Studio 2 project. Use a push variable for directional knockback that decelerates and triggers a fading death effect.
Learn To Make GameMaker Studio 2 games in this course by building a game with commonly used mechanics.
We will be covering how to code in GML, and how to use that code to build your game.
This entire course uses the game we are building as a way for you to learn how to implement certain tools GameMaker Studio 2 gives you.
You'll learn how to use -
If you don't know how to program this course is for you, you are walked through on how to solve certain problems and implement certain mechanics.
The boss fight we produce in the end uses everything we learned in the course.
So what are you waiting for? Enroll in this course and become a game maker with GameMaker Studio 2!