
Master game maker studio basics in gml, learning objects, rooms, sprites, timelines, paths, and extensions, with coding over drag-and-drop; build small projects like a calculator, platformer, ai, and space shooter.
Set up a GameMaker Studio 2 project, set 60 fps, and manage rooms, layers, and sprites. Create and place objects (instances), and explore events, coordinates, and collision masks.
Learn the absolute basics of GML, the game maker language, and control objects in a room, using the create event, show_message, and variables to move a character and perform arithmetic.
Create a calculator in a new game project by configuring a 320 by 480 room with a white background and a button sprite with hover states, using the Ariel font.
Learn to implement hover effects in GML by using sprite image_index and mouse coordinates, detecting hover with position_meeting or collision, and switching frames for a responsive button.
Learn how to draw text over these buttons in GameMaker using draw_text, set custom fonts and sizes with draw_set_font, adjust color with draw_color, and center-align text for precise button labels.
Identify and assign distinct function values to each calculator button in GameMaker using the creation code and room editor, wiring 0–9 and operators to individual buttons.
Build a calculator in GameMaker by creating a control object, managing value1, value2, operation, and a state to drive input and display of multi-digit numbers and basic operators.
Develop a state-driven calculator in gml game maker developer 2d, using a final state to manage value1, value2, and an operation, and convert strings with real function for correct calculations.
Build a simple platformer by creating a character and wall objects, using create and step events to manage gravity, vertical and horizontal speed, and keyboard checks.
Explore swapping the player sprite in a platformer, converting sprites to frames, and using sprite index and collision masks to switch between stand and run animations.
Create a jump animation by selecting frames for airborne caveman and apply it during jumping. Use GML checks, such as place_meeting, to play jump when nothing is under the character.
Learn to create tilesets from a sprite sheet, set tile height for 32x32 tiles, paint walls in a room, and use flip and brush tools to layout a platformer world.
Use object collision boxes to replace tile map collisions in a platformer, then scale and edit walls, toggling visibility and updating walls efficiently with find-and-replace.
Master multi-level gameplay in GML platformers by creating additional rooms, wiring a door to switch from level 1 to level 2, and using creation code to set the target room.
Design a turtle enemy on level two of a platformer that follows the player by comparing x values, flips with image x scale, and uses gravity, speed, and collision masks.
Create platformer turtles that walk toward the player, face the player, and collide with walls. Implement gravity, horizontal and vertical collisions, and jumping-on destruction using place_meeting and instance_destroy.
Implement platformer ai by making the turtle jump on wall contact and stop when near or colliding with another turtle, using horizontal collision checks and place_meeting logic.
Demonstrate a lerp-inspired approach to move toward a target, then implement a spotter that spawns turtles at controlled intervals using alarms and game speed.
Import space shooter assets into a new GameMaker project by dragging sound effects and image folders, managing folders individually to avoid crashes, and previewing sounds and visuals.
Create a space shooter by building a room at 960x640 16:9, with a ship that tilts toward the cursor using image_angle and point_direction, and moves with keyboard arrows.
Spawn meteors from random off-screen positions that fly toward the player, with meteors splitting into halves and quarters, using point_direction and speed to steer movement.
Modify meteors by adjusting image scale and Y scale to change size and collision boxes, swap meteor sprites, randomize angles and speeds, and tune spawn timing for varied difficulty.
Learn to implement a space shooter shooting mechanic by firing laser shots with left click. Spawn shots that travel toward the mouse, using alarms and sounds for cadence and feedback.
explore collision handling in a space shooter: shots destroy themselves and shrink meteors, which split into two smaller meteors with adjusted directions and speeds, accompanied by sound effects.
This lecture shows how to implement a health system and a proportional health bar in a space shooter using GML, including HP, max HP, and game restart on zero HP.
Create a dedicated boss battle room, spawn a large boss with 100 hp that automatically aims at the player, fires multi-shot projectiles every 18 frames, and scales visuals for impact.
Create the space shooter boss finale by routing enemy shots back with a 1/30 chance, and using meteors as shields that shrink when hit to trigger end after 20 meteors.
Welcome to the Complete GML GameMaker Developer 2D course!
At the end of this course, you will know how to both code and make games in GameMaker Studio 2!
We will be going over the absolute basics of GameMaker Studio 2 and the absolute basics of GML (the programming language for GameMaker Studio 2).
Anyone can take this course, whether you're an absolute beginner that has never touched a programming language, or a person who has made some small projects in GameMaker Studio 2, but, still has much more to learn.
Here's What We'll Be Covering
The Absolute Basics Of GameMaker Studio 2
The Absolute Basics Of GML
Making A Calculator
Making A Platformer
Making A Space Shooter
The course will help you create three demos from scratch, a calculator, a platformer, and space shooter.
Calculator
GameMaker isn't just for making games, you can build software from it too!
Learn to create buttons you can hover over, and, build a useful application where you will learn to work with basic arithmetic in programming.
Platformer
In the platformer, we will make a player that can jump, move left and right, from scratch. You will learn to use the room editor and tile-maps to produce levels for your game.
Next, we will make an enemy that will walk towards the player, the enemy can jump over walls and gaps.
Space Shooter
We will produce a spaceship that can shoot, which can be controlled by the player.
You will be utilizing the power of randomization, where, you will use the random functions to create the game unique for every time you play the game. Meteors will spawn in random places that you either destroy or dodge.
The player must shoot meteors, and, then defeat the boss.
In the end, we will program a boss, where the player must fight the boss, and, dodge the attacks of the boss.
Your Journey Starts Now!
If you want to learn to make games in GameMaker Studio 2, this course is for you!
We will start out easy, and progress towards finally making an awesome game you can be proud of!
Enroll Now To Get Started On Your Journey To Learn GameMaker Studio 2!