
Learn GameMaker Studio 2 by building a top-down ninja adventure game using GameMaker Language, coding player movement with premade assets and a provided project file.
Import and organize game assets in a separate project by dragging backgrounds, characters, sounds, and HUD into labeled sprite groups, while avoiding folder imports to prevent crashes.
Create and animate a ninja sprite in game maker studio 2 by using the pixel art editor to convert frames, set width and height, and build stand and run animations.
Learn how rooms function as levels, create objects with attached sprites, manage layers, and control x and y coordinates using create and step events to move a ninja.
Create responsive player input by using keyboard check to move the ninja left, right, up, and down, driven by a speed variable and built-in position data in the step event.
Learn to implement collisions in GameMaker Studio 2 using place_meeting to stop a ninja at walls, with if statements and boolean logic for movement.
Animate a ninja moving left, right, up, and down using image_x_scale mirroring; switch sprite_index between stand and run frames; center origin and use a single collision mask.
Learn to set up a camera in GameMaker Studio 2, using viewports or code to zoom and follow the ninja, with borders and room sizing considerations.
Explore tile maps by creating tile sets, placing tiles on layers, using flip, mirror, rotate, line and fill tools, and setting collision boxes for a complete world.
Learn to build a house with a tile system, create a door, and teleport the Ninja to another room using creation code and room go to in GML.
Learn how room persistence and global variables preserve state between rooms in GameMaker Studio 2, and how to manage persistence issues and teleport logic.
Add a house with a door that teleports the player to another room by adjusting x and y values, then start building an ai-controlled ninja with grouping and sprite frames.
Convert a sprite into an npc, apply grayscale, duplicate and align sprite sheets, and implement basic npc movement and animations using step events and collision mask.
Explore game ai in gml by using sign and absolute value of x differences to determine npc left-right movement and pursuit within range with distance checks.
Explore object inheritance and how a parent object shares scripts, then learn to use place_free for collision checks, solid flags, and room persistence considerations in GameMaker Studio 2.
Learn the draw function and draw GUI in GameMaker Studio 2, drawing HUD elements like hearts relative to the window, not the world.
Learn to implement a global hp variable for a ninja in GameMaker Studio 2, and draw shurikens from right to left using loops and sprite drawing.
Implement alarms and instant create in GameMaker Studio 2 to throw shurikens, spawning objects from other objects and controlling direction, speed, and rotation via layer, image scale, and image angle.
Learn how to implement sound effects in GameMaker Studio 2 by playing and stopping sounds, adjusting volume and pitch, controlling loops, and pausing or resuming audio.
Create an enemy with a sprite and collision mask, add it to the enemy group, and program AI to chase the player at a distance and damage with a projectile.
Apply randomization in game maker studio 2 using random range, randomize, and the choose function to vary enemy behavior, distance, and timing. Learn about seeds to control determinism.
Revise enemy behavior to periodically pick a ninja target and move toward it using x/y coordinates, alarms, and a directional choose function, while avoiding ninja collisions.
Create an hp variable for enemies with a random range; deduct hp on collision with ninja to destroy the enemy when hp reaches zero, using instance_place to identify colliding object.
Design a dungeon boss battle by building a tile-based arena, placing a ninja, doors and walls, adding obstacles, and wiring a camera that zooms and follows the action.
Develop a boss battle in game maker studio 2 by switching the npc target from ninja to boss when present, set boss hp to 30, and fire a hammer projectile.
Learn to design a gml boss that shoots hammers from all four sides, spawns projectiles, randomizes timing and audio pitch, and teleports to new positions with collision checks.
Develop and debug a GameMaker Studio 2 project by making rooms persistent, fixing a layer bug, adding fish that heal on collision, and refining enemies and a boss.
Welcome to The Complete GameMaker Studio 2 Course 2019 in this course you will learn how to make 2D games in GameMaker Studio 2!
You will be learning how to code, how to use GameMaker Studio 2, and, how to make games, by building a top-down adventure game!
We will be learning GameMaker Studio 2, by building one large game, feature by feature. If you don't know how to code, we will go into how to program your game using GameMaker's programming language GML, from scratch.
The course is designed to take you on a journey to build a ninja adventure game, where you will learn how to use features of GameMaker Studio 2 to build the game.
For the game, we will program a ninja that can run around and throw shurikens, and enemies that will follow and attack the player. We will code all of this from scratch, if you don't know how to code, there's no need to worry, as the course is designed to teach you to code too.
Here are a few examples of features we will be covering in this course:
Random number generation, use randomization in your games to create unique experiences.
Use GML to program enemies that follow the player
Room Persistence
GUI, show your health on screen as your player moves.
Work with tilesets, to make your levels
At the end of this course, you will have built a ninja adventure game, where you can fight enemies, and defeat a boss. With this, you will have learned how to program and make games in GameMaker Studio 2.