
Learn beginner-friendly platformer basics by creating a player sprite, setting middle center origin, adjusting the collision mask, and attaching the sprite to an object in game maker visual.
Capture input with events and a step update, initialize horizontal speed (hsp), vertical speed (vsp), and move_speed, then refactor the input logic into a reusable script executed by the player.
Create a room with an instance layer, place the player as an instance, then test and adjust the camera with viewports to 640 by 360 and 1280 by 720.
Learn to move a static player in Gamemaker using horizontal speed from right and left input, calculate facing, and flip the sprite for walking.
Create solid elements in gamemaker by designing a solid sprite, placing floors and walls on a collision layer with a 16 by 16 grid, and setting up a collision script.
Learn to implement horizontal collisions in GameMaker using a collision mask and bbox left/right, computing offsets to push the player flush against walls with horizontal speed adjustments.
Apply gravity by setting grav to 0.26 to enable falling and vertical collisions with solid objects, and enable collision compatibility mode to keep bbox values integers.
Implement jumping by applying negative vertical speed and gravity, triggered with the space key, and restrict jumps to on the ground via a ground check against a solid beneath.
Learn to add animated player sprites in Gamemaker by importing a four-frame walking sequence, setting origins, and coding an on-ground animation script that switches between idle, walk, and jump.
Learn to add acceleration and drag to your player using clamp and global drag in GameMaker, creating momentum, smoother movement, and quicker idle transitions.
Extend the room width to 1280 and enable a following camera in Gamemaker by adjusting the viewport and borders for smooth motion, and prepare for adding tiles next.
Create and assign tile sets (land, objects), build multiple tile layers (tiles 100, 110, 120, 130), and use 16x16 tiles with a blank zero index, then test with the player.
Add an enemy caterpillar by creating an enemy group and a parent object with inherited events, then set the origin to the middle and adjust the collision mask.
Enable caterpillar movement by setting hsp and applying it to x via the collision script, then detect platform edges or solids to turn around while walking.
Implement health points for enemies and the player, damage enemies when jumped on, and use alarm zero to create a hurt cooldown for hp changes and a health bar.
Learn to handle enemy death by checking HP, swapping to a dead sprite, spawning a death instance, and destroying the original enemy for a clean death animation.
Learn to add health bars above players and enemies using a draw health script, displaying current hp as a percentage of max hp with configurable width and vertical offset.
Refactor health bar dimensions by adding underscore height, and implement a hurt color used by both the player and enemies; use a take damage script to flash on damage.
Set up a two-state state machine for the player, switching between play and dead when HP reaches zero, and manage a single persistent game object across rooms.
Set up a state machine for the player using enums and a state variable in Gamemaker language, with a switch on states play and dead to control movement and input.
Add a dead state with a dead sprite, trigger it when HP <= 0, play the death animation once, and use wait_time to delay restart.
Learn to implement a wand-fired projectile in gamemaker by creating a bolt sprite, setting its speed, range, and damage, and handling collisions with enemies and walls.
Use macros in game maker to replace alarm zero and alarm one with readable words, such as hurt and can_fire, and apply set alarm countdown to control when alarms trigger.
Add collectible coins with a coin sprite and object; destroy the coin on player collision and use a throwaway die for a collect animation.
Create a single power-up object with a multi-frame sprite (origin middle center) that spawns five fruits granting fire rate gain, HP, jump, lose HP, and speed.
Learn to implement power ups by colliding with a power up object, spawning an instance, and applying HP, speed, jump, and fire rate effects with resets.
Explore how to design interactive mystery blocks inspired by Mario, using power-ups, collision-based motion, and a simple state machine to bounce blocks up when hit and reveal secrets.
Set up mystery blocks to spawn power-ups with random sprites, control visibility, ensure one-time spawning, and implement above-block collisions and list-based enemy HP destruction.
Create an enemy bee in GameMaker by inheriting from a parent object, configure health and speed, set collision masks, implement chase within detect range, and add avoidance.
Holding space after bouncing off an enemy boosts jump height, using a jump held flag and minimum jump speed; implement a global hurt buffer and replace magic numbers with power-ups.
Add dust effects that rise and fade as the player walks, using a dust sprite and O_dust object, activated by a dust timer.
Create a 1280 by 720 title screen in Gamemaker with a sequence, background, sprites, and animated text, player, and bees using keyframes and elastic curves.
Create a menu state to start game from the title screen with a state machine and space input. Persist player between rooms and move to level one on space.
Set global start positions and facing from the red checkpoint at level start, then move the player with a move player script to the correct coordinates.
Implement a persistent fade transition between rooms using an aux transition object that draws a black overlay, controls alpha, and uses idle time before fade-in.
Create a fade transition for moving between rooms by building a script that passes room and start, mid, end player states as global variables, and apply the transition when needed.
Add a three-life system that deducts a life on death. Retry in same room after a screen fade, return to checkpoint, and go to the title when lives reach zero.
learn to implement a gui layer in gamemaker to display lives and coins using a font, color, and shadowed text, by making a function called draw text shadowed.
Have you ever wanted to create your own game? Well this course will show you how to create a small platform game using Gamemakers super intuitive GML Visual codeblock system. You can have a cool game up and running in a matter of hours, and you can then export it as a stand alone game to share with friends, or upload it to Gamemaker's community GX games website for the world to play.
You will learn how to create a player character and implement a simple collision system so they can then run, jump on enemies, break blocks, shoot their wand, collect powerups and break mystery blocks in order to complete the level. You will learn how to add multiple enemies who will chase and challenge the player.
You will then learn how to create multiple levels and how to set up smooth fading transitions between those levels. We add player lives, checkpoints, particle effects, sounds and then finally we then add a title sequence, to give your game a professional feel.
The course is presented by Peter Morgan, who has been using Gamemaker for over 10 years. He created the highly rated Udemy "How to Make Tile Based Games in Gamemaker" course, and which is still one of the highest rated Gamemaker courses on Udemy. He also creates tutorials directly for Opera's Gamemaker Youtube page, as well as his own successful Slyddar channel, and is also an official Gamemaker Coach with Opera's Gamemaker coaching program.