
Learn to ask precise, actionable questions for game development, provide exact error messages and screenshots, and use detailed information to get faster help with 2D games in Gamemaker Studio two.
Create and place the snake object, then wire arrow-key controls to set direction (right 0, up 90, left 180, down 270) and initialize speed to 1 so the snake moves.
Learn how to use descriptive names and inline and multi-line comments to maintain and understand code, document events, and simplify debugging as projects grow.
Explore how difficulty in video games is subjective and tied to the designer’s intended story. Balance accessibility options with the core experience, and avoid modes unless they serve the design.
Explore how conditional logic guides game behavior through if-else constructs and speed checks, teaching you to adapt controls and game flow based on data.
Learn to create a player laser in GameMaker by using an asset sprite, setting speed and direction, applying scale and depth, and firing via a global left-press event.
Explore room properties and layers, including background instances, tile layers, and assets layers, and learn how tiling, depth, persistence, and creation order shape level design.
Add bounds checking to prevent out-of-range access when cycling through ship sprites, using array length and zero-based indexing to keep the ship index valid and restrict controls during ship switching.
Compare procedural generation and handcrafted experiences to see how they shape endless games, open worlds, and story-driven play, including dynamic enemies.
Debug a bug that makes the score jump when enemies are destroyed; use the debugger to route the score increase to laser or player destruction and remove the destroy event.
Learn to save and load game data using ironi files with open, write, and read operations, and manage scores and total kill count via a data structure map.
Learn to implement saving and loading the snake game's high score using a simple ini-style file, handle common errors, and prepare for more robust saves in future lessons.
Please download the Game Design Document attached.
Explore building a game state machine using an enum for player states like moving and attacking, with switch-case transitions driven by input.
Configure room zero for pixel art with a widescreen viewport and balanced width and height, then design three rooms using inheritance and import a tile set.
Learn to design enemy ai that is fun and challenging, keeping it simple, using a basic state machine with limited vision (two hundred pixels) and optional sensing like virtual ears.
Implement a walking skeleton with a move speed, random left or right via image X scale, and idle-to-walk transitions, plus wall and ledge checks to reverse direction.
Learn how to implement damage and death for a skeleton enemy by subtracting health, triggering a death state and animation, and ensuring a dead skeleton remains non-interactive after two hits.
Implement a bat enemy's charge state by checking vision length and collision line to determine visibility. Use direction, distance, and speed calculations to chase the player.
Finish the middle room by placing bats and skeletons, adding castle decorations, torches, and spider web details for atmosphere. Test gameplay, adjust doors, and refine enemy health for next level.
Configure goblin data and a state-based behavior system, establishing move speed, vision, attack range, health, and damage, plus idle, moving, charging, taking damage, and death states with region logic.
Implement goblin idle, walk, and charge states using idol and run counters, facing the hero, and trigger charging and attacking within vision length and attack range.
Create a magic sword slash attack and a combo system for the hero, integrating a sword slash object, range-based damage to enemies, and a matching sound effect.
Add a mushroom boss with animated sprites (attack, idle, death), test with a quick V key teleport, and gate the door using an existence check while refining object layers.
Wrap up the mushroom enemy logic by implementing invincibility and damage checks in the attack state, add death handling, and integrate attack sounds and a health bar.
End a game by delivering a final impression that matches the game's vibe, whether it ends or offers new game plus content, and credit all contributors to honor the team.
Analyze whether longer games are better by weighing time spent against engaging, memorable experiences, and decide to focus on content, story, mechanics, and design over length.
Learn how game juice heightens feedback to make actions feel awesome, using sound, screen shake, and effects; apply these ideas to a space action game without changing mechanics.
Please download the attached PDF.
Please download the attached PDF.
Please download the attached PDF.
In this course, we'll teach you the exact process needed to create as many video games as you want. All with NO EXPERIENCE or coding knowledge required.
Why GameMaker Studio?
Game Maker Studio is one of the most popular engines for 2D top-down or side-view games. GameMaker Studio 2 is a fantastic option for those just beginning their journey.
One of the things that GMS spearheaded, is game creation with minimal coding skills.
Where Do You Start?
There's so much information available that it can seem overwhelming. That's why we built this course. We've broken down and organized everything you NEED to know and removed all that you don't.
No more wasting time ...
looking through support doc's
trying to teach yourself to code
reading forum threads
watching old youtube videos
We'll hold your hand and walk you through every step of the process.
Who Should Take This Course?
If you've been dreaming of making your own video games but held back because you didn't know how to start, then this course is for you!
What's Included:
Everything you'll need to make awesome video games will be included in this course.
The GameMaker Studios Software and the asset programs you'll use are free to start.
Also included are:
Hours of fun, over-the-shoulder video tutorials.
Access to all course materials from ANYWHERE in the world.
100% ownership of your game and intellectual property.
What You'll Learn:
We've broken down this course into easy-to-understand modules and lessons that you can revisit as many times as you'd like.
Learn the ins and outs of what goes into making a character. The character is the most important part of a video game, so we'll want to spend plenty of time learning how to create great characters. Explore all the options GameMaker Studio 2 has to offer to get our character moving around. By the end of this module, we'll have a character running and jumping around.
We'll also spend some time learning how to create animations (like fireballs) for our character.
Now that we have a character moving around the screen, let's build some spaces for them to move around in!
We'll go over how to create level layouts and add some fun mechanics to our environment.
Every game needs a title screen, and we can create ours using GameMaker Studio 2!
We'll also use GameMaker to save and load game data.
Giving the player goals is a crucial part of any game, so let's explore a few ways to do that in our games!
You'll learn all about collectibles, enemies, and creating big boss battles.
The difference between a good game and a great game is its audio. You'll learn how to implement great sound, and we'll go over the best ways to add sound effects and music to add life to your game.
Much like sound effects, adding visual effects to our game makes the overall experience much better. Even tiny visual effects can make a feature of the game come to life!
By the end of this course, you'll learn to add effects and animations your players will love.
Frequently Asked Questions
When does the course start and finish?
The course starts now and never ends! It is a completely self-paced online course - you decide when you start and when you finish.
What if I am unhappy with the course?
We want you to be satisfied, so all eligible courses purchased on Udemy can be refunded within 30 days. For whatever reason, if you are unhappy with a course, you can request a refund, provided the request meets the guidelines in The Udemy refund policy.
Do I need to know how to code?
Nope! This course is for anyone, including beginners with no experience.