Understanding Game Maker | Game Maker Tutorials. This tutorial aims to explain the basics of how Game Maker functions. To a lot of people, opening software like Game Maker for the first time can be super intimidating. You’ve heard how ‘easy’ tools like GM are to use so you download it and open it up and you’re staring at this: Uhh…There’s a lot of stuff and a lot of buttons and it can be hard to really grasp what’s going on. Games are complex things! This tutorial aims to explain the basics of how Game Maker functions. To a lot of people, opening software like Game Maker for the first time can be super intimidating.And any powerful tool you can use to make one demands at least a certain level of complexity. GM is however, very accessible once you get over the first few hurdles. In my eyes it remains one of the best tools out there for a beginner game developer. So let’s try and make sense of how a game in Game Maker works, and how the different parts fit together. That list of categories on the left is your Resource Tree. It contains every element of your game. All of your artwork, objects, levels and so on are kept in this list. RPG Maker VX Ace Lite and VX Ace Tutorial: Understanding RPG Maker VX Ace Event Switches Based on Aindra's Original Switches Demo/Game and expanded, edited. In this video i cover setting up your RPG game, Using RPG Maker Character Sets with an efficient import method, Basic character input and the start of our. A full length video on how to create a top down zombie game from scratch! I hope you enjoyed it, let's go for 100 LIKES! I never have gotten there an hope. When you make a new project, it’s totally empty. Right clicking on any of these categories provides a context menu that allows you to add a new element to that category. I’m going to cover the four most important resources and how they work together. Understanding this should give you a clearer idea of how GM works at a basic level, before diving into actually trying to make stuff. Sprites. Right at the top of the resource tree are “sprites”. Sprites contain the images & animations of your game objects. A sprite might be a single image or it might have a number of animation frames. They also have collision shapes that can be precise, rectangular, circular, etc. You can connect sprites to objects to have them show up in your room. Typically a sprite would be used for objects such as players, enemies, items and other interactive or animated elements of your game. An example of a sprite and the sprite editor! Backgrounds. Backgrounds are similar to sprites, in that they are an image resource. Unlike sprites however, a background image cannot contain any animation frames and does not have any collision settings. This generally makes them faster and less performance heavy than sprites, making them perfect for non- interactive… well… background elements of your game world. Backgrounds! Objects. This is the fun part. Objects are where we create all of the logic and interactivity of your game. An object might be an obvious, visual element of your game like the player character, enemies, items and walls. But invisible objects might also be used for something more subtle like tracking the number of lives the player has, controlling the music or volume of the game. Objects can be assigned a sprite and contain an initially blank list of Events. You can then create events and associate those events with certain Actions. An event is something that happens in your game. The player pushing a key, the object colliding with another object, the object being created or destroyed, the game starting or ending, or even simply a step or frame of your game passing by. When these events occur in your game, an object will carry out any actions it has associated with that event. Actions can be things like moving the object, destroying the object, having the object create other objects, changing variables and just generally making things happen inside of your game. When an event occurs, actions are carried out. This is the key to understanding how a game inside of GM functions. As your game runs, events are triggered, and actions are carried out. The player pushes left, and an object responds by moving left. Games that use the ‘drag and drop’ logic of game maker will use many different actions. More experienced users will typically make primary use of the “Execute a piece of code” action to effectively create “custom” actions using GML (Game Maker Language) script. As every drag and drop action has a script equivilent there is never an inherent need to use anything but code. This is the most powerful way to use Game Maker and it is highly recommended to learn! Rooms. Rooms can be used for many things, they act as containers for all of your game’s objects and background elements. It’s easy to think of rooms as simply the “levels” of your game, but more accurately they could be viewed as simply “screens”. A level of your game might be contained within a room, but so might your menu screen, intro screen, cutscenes, option screens, etc. Your game needs at least one room to run, and Game Maker will always load the room at the top of the list (which you can re arrange) when you start your game. What a room looks like when created for the first time. By default a new room has a grey background colour and a set size. When you open a room a new window appears with a number of tabs: “Backgrounds, views, settings, objects” etc. On the settings tab you can adjust the size of your room. If you’re not using views (see a later tutorial for more information views) then your game’s resolution & window size will be determined by the size of the first room the game loads. You can also set the room speed on this tab. This ‘speed’ is the target frame rate (in frames per second) of your room and determines how fast the game operates. This can be an important value to remember when coding logic. If you create an object that moves 2 pixels per frame, at a room speed of 6. The objects tab of the room editor allows you to add objects to your room just by selecting an object and clicking in your room. You can use this to construct your levels and game. No object you create will do anything unless added to a room in your game. A room after setting up a tiled background and adding an object! You can also set up fixed or scrolling background elements using the background tab, or place background images in specific locations using the tiles tab. There are many other kinds of resources you can use in Game Maker: Studio, but now that you understand what sprites, objects, backgrounds and rooms are you know enough to start using other tutorials to begin making your first games! Ace Switches Demo/Tutorial - RMVX Ace Tutorials. RPG Maker VX Ace Lite and VX Ace Tutorial: Understanding RPG Maker VX Ace Event Switches. Based on Aindra's Original Switches Demo/Gameand expanded, edited and updated for Ace users by Grandma. Deb* Do you want an event to end and never come back?* Do you want one event to be able to control another?* Do you want several events to be able to all start and stop together?* Do you want to understand how to control characters in cut- scenes?* Do you want something to happen depending on what else has happened in your game? Then you want to learn about SWITCHES! This tutorial is designed as an RPG Maker VX Ace Lite game which not only demonstrates and instructs on the ins and outs of switches, but also allows you to explore their inner workings, by actually opening up the unencrypted game file and seeing how everything works on the inside. You will learn about global and single event switches in the world of Aindra's schoolroom, which consists of the player and a few rowdy characters, along with a rather unusual Granny. The advantage of a game- based tutorial is that you can save the game at any time and go look at the rvproj. Or you prefer, you can just go along for the ride and enjoy soaking up what the teacher knows. Enter Granny's House, where poor newbies are rescued from the terror of the event that will not go away!!!!! Terms and Conditions: Quick summary of personal use - please make good use of it! Since this is an unencrypted game, obviously the intention of the game is for you to shamelessly abuse it in whatever way helps you learn and improve your game. This clearly does not include using the custom resources within it without fetching the original materials yourself and using them according to the artists' own terms. Resources in the game are not being shared. As far as my terms go, it is unusual to have a game have a no commercial use restriction, but those are my terms. In other words, if you want to have a paid camp and use the tut as part of your materials, or if you want to use these materials in a school, the you need to contact me for permission to use the game. Absolutely no redistributing. In addition this game may not be converted to video. Thank you. Credits: First of course to Aindra for the Original Game. In addition to Ace Lite materials, I am using enough VX RTP materials to mimic Aindra's original game, as well as Zephyrskye's Goblin portrait and Kazzador's goblin, Ayene's door, Yingstable set for tea, Pineda's Grandma. Deb sprite, and Pentagon Buddy's Grandma. Deb Portrait. Also Ice. Dragon's BGS. DOWNLOAD for users with the FULL VERSIONhttp: //www. DOWNLOAD for users with the LITE VERSION ONLYhttp: //www. Release History and Game Development Progress. Spoiler 0. 7 2. 4 2. If it looks like Deju- vu all over again, it is! That is because this project is about as original as any fan game! My friend Aindra has made several unencrypted tutorial games and demonstration games for VX, and I have decided to convert them to Lite. If she were here she would not mind.)So I have tried to follow along as closely as possible to her own unique dialog style and presentation. For example, the maps are identical down to the tile. But I have edited some grammar (love you Aindra girl!) and modified screenies for Ace, of course, and smoothed the dialog a tad. Changes from the original: * grammar and clarity* long demonstrations are not interruptible. I have added a warning for length. Also the demos show quite a bit more than Aindra's 'splains give her credit for, and I have "filled out" her instructions without (I hope!)making the dialog too heavy.* The Treasure Room was a complete rewrite, along with the addition of Granny's house. Change in tone and everything, but hey, you gotta make it work somehow. Progress: There are three rooms in the demo - * the classroom - 1. Switches School * the Drama Room - 1. Possible future option to allow the user to control the switches manually. IOW use a show choices command to turn each switch on or off and see the effect in- game) I also need to update the no- screenie drama option. The main option got edits the no- screenie option did not get yet!)* the Terrors & Treasure Room - 1. Complete rewrite and new material to cover Self - switches. Since ACE does not use self switches for door events (VX did!) I had to rewrite this room. Wah. Added Granny's house and more screenies. I think Aindra was just tired at this point and left it to the user to check the unencrypted game for these examples since they were right there in Quick events. Problems: Have finished rewriting ALL freaking ALL dialog boxes, but somehow the font does not fit the boxes for my Lite game the way it did in the VX game. Bleh.***Beta Version Released 0. ENCRYPTED FOR NOWBug list in version 1. FIXED* Passage not set properly for fences - thanks Seacliff! FIXEDSee Granny’s Signature for a list of Ace Tutorials for the New Ace User. Edited by Grandma. Deb, 2. 4 September 2.
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