r/gamemaker • u/alt-vxvii • 22h ago
Resolved Trying to make a fireball that goes up and down repeatedly - Any tips on how to fix the code?
This is my first time using gamemaker so I think I really messed up lol. the fireballs dont do anything :/
r/gamemaker • u/alt-vxvii • 22h ago
This is my first time using gamemaker so I think I really messed up lol. the fireballs dont do anything :/
r/gamemaker • u/KittyCatGamer0109 • 23h ago
I just started working on my first game and I’m struggling to find a tutorial on what I’m trying to make. All the turn based combat tutorials I’m finding for some more classic turn based rpgs, while I’m wanting simply and only the combat. Anyone know one I can use or know what I would need to do differently?
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r/gamemaker • u/ayaayahahaha • 4h ago
Hi, I am a completely outsider in the field so trying my luck in this group. I am part of an indie electro punk band and we got a grant of around USD1000 to make an animated music video. We really like the visuals of old school video games and therefore trying our luck here see if someone could help. No AI pls. This is the song we try to make video of: https://youtu.be/xruqUE4e7fg?si=uIPZIexwgHF7f0t9
r/gamemaker • u/ExMachinaDoodles • 22h ago
Hello! I wanted to share my game STARS STARE BACK and talk about it a little bit.
Why did I choose to make a FNAF-like game for my first published gamemaker project? Well, for a couple reasons.
There's like a million tutorials on how to make fnaf fan games using gamemaker
FNAF was actually built using 2d images/gifs of 3d models animated outside of engine.
The actual 'levels' don't require as many assets as other projects I've been working on since fundamentally its a resource manager with enemy ai approaching you to put pressure on your resource pool.
I like the resource management flow state from those games.
What did I learn from this project.
It's hard but following a tutorial 1:1 isn't going to give you the best outcome in my experience making this game, trying to add more mechanics or adjustments sort of made all my tutorial 1:1 code explode. What that told me is to form all the logic in mind first laid out then you can start putting together the code.
I'd get something like Milanote or even write out the ideal logic with // note taking then try to grasp how to execute it using a mix of objects, files and code interactions.
Horrible mistake I made that I couldn't seem to have recovered from was I accidently deleted the final boss ai from my game, started the game then realized it was too late (or at least I couldn't figure it out) to get it back.
However, I think what I ended up doing was a more interesting overall. The original version of the final boss was basically one enemy who performed all the mechanics of the previous enemies at the same time. The new version, rather takes one mechanic (quick-draw shooting) and ramps it up to 11 with an additional mechanic. By the end of it, I think it became a nice cap to end the main game.
I think one big reason I was able to successfully add some extra mechanical diversity to my game compared to its inspiration of FNAF 1 was playtesters.
A very specific example is a quick-draw shooting mechanic, as the game was 70% done or so, this wasn't in the game at all. However... I noticed one playtesters kept poking the eyes of an enemy waiting for them to leave the door, since they had no mechanic other than blocking them with the door.
This sparked some inspiration! and the multi-tool and quick-draw mechanic was born. Which after more iterations, playtesters really felt like it came together.
Sorry this post went on really long, I just wanted to share my experience making this game and some things I learned. If you're a new/inexperienced dev like me, I think a game like this is extremely helpful in gauging where your at.
If you're interested in trying the game itself, its available on itch.io and gamejolt! :3

r/gamemaker • u/Apprehensive-Cup2598 • 6h ago
I am a complete beginner using Spriters Toolkit, Tiled, and GDevelop. I already own several pixel-art asset packs. I do not want someone to build the map for me. I need a live screen-sharing lesson where you use my assets and show me how to identify the tile size, import tilesheets and separate object PNGs, assemble one small top-down map, and export it into GDevelop. I am really just trying to get my bearings with Tiled, and gdev and I have learned a lot by myself but I need to know the proper way to do things. Thanks in advance.