GameMaker Studio is designed to make developing games fun and easy. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games. Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. GameMaker Studio Standard Edition — a game development tool that is usually priced at $49 — is free for a limited time. To take advantage of the freebie, download the free version of GameMaker. GameMaker is an easy to use card based development system which allows you to create simple adventure games with graphics, buttons, and text. Just draw the pictures, type some text, click a few.
This section outlines how to define macros that you can then use in actions, scripts and code.
A macro is, as the name implies, something that can hold a constant value (real, or boolean) or a string, or an expression. This is different to a variable in that it can't be changed once defined, although it is global in scope as all instances in all rooms can use it, and it will always be the same value unless you use a GML function as the value. There are a number of built-in constants within GameMaker: Studio, like the vk_ ones for the keyboard or the c_ ones that hold different colours, but you can also define your own constants and function macros to be used in your games too.
To define macros you chose Define Macro from the drop down Resources menu at the top of the main window (or click on the resource tree icons, as explained below) and the following window will open: The main part of this window is take up with the list of macros, and will start off empty, ready for you to create your own. To do this you would click on the button marked Add at the bottom left of the window, which will then create a new, empty, macro with the Name section highlighted. You must give all your macros a name, and as with all things in GameMaker: Studio this name must be unique and it is recommended that you distinguish it in some way from other variables, for example, by using all capitals, or by using a suffix or prefix. Note, that you cannot use any symbols except the under-bar (_) and the macro cannot start with a number.
Once you have named your new macro you must give it a value. This value can be numeric, a function or a string. For a string it must be wrapped in quotes (') and if it is a function, it cannot make reference to anything in the game (the current room, instances, or scripts etc..) as the macros are initialised before everything else, but it can however use resources like sprites and objects.
When you have defined a few macros you can use the buttons at the bottom of the window to change them around and add, insert or delete them. Add will add one at the end of the list, Insert will insert the next macro above the current one, and delete will delete the current one. You may also press Clear to clear the whole list of macros, which will open a prompt to ask if you are sure you really want to do that before deleting the whole list. beside these button are two labelled Up and Down which simply move the macros up and down the list, and beside those is the sort button which will put the macros into alphabetical order, with the ones starting with 'A' at the top.
Finally, there are two buttons marked Load and Save. With these, you can load into your project macros that you have previously defined in an external editor, or that you have saved from a previous game. If you have already defined macros when you load some from a file, the new ones will be appended on at the end of the list. A saved macro list is stored in a simple *.txt file and can easily be edited and added to by any application that reads these files (Notepad++, for example). You can even pre-define your own text file with a set of macros to be loaded into GameMaker: Studio as the format is simply: NAME = VALUE.
Expressions
It is worth noting that when using an expression in a macro, if this contains a function then no constant value can be created for it, and it will be evaluated every time the macro is called. For example, you could have the following macro:
myran : irandom(100)
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Now every time you call the macro myran it will return a different random number. If the expression can be evaluated to a single value or string, then the macro will function like a constant, for example:
mynumb : '10'
myname : 'Hamish'
myconst : mynumb + myname
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As you can see in the above example the last macro is an expression using the previously created two macros. This will be evaluated once on startup and a constant value returned for it.
The Resource Tree
Macro are included as part of the resource tree on the left of the GameMaker: Studio IDE. When you create a new game, you will have two sets of macros - All Configurations and Default. Macro created in 'All Configurations' will be available to you no matter what configuration you have chosen (see the section on Configurations for more information), and you can then add configuration-specific ones to any other lists that you will have, with each new configuration creating a new macros list.
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This section deals with the different keywords that can be used in GameMaker: Studio functions.
To make certain things easier in GameMaker: Studio, you can use one of several keywords in your scripts and actions. These keywords are used primarily to identify instances and each one is explained in the text below. Note that all keywords are represented by a negative integer value, so care must be taken when assigning values to variables, as you may get unexpected results later as GameMaker: Studio interprets the value you have used as something else. You should also note that using the values instead of the keywords in your code is not at all recommended and could cause issues later on.
self
| Keyword | Description | value |
|---|---|---|
| self | The instance which is executing the current block of code. | -1 |
self can be used to identify the calling instance of the current block of code. It always returns the value of -1 which GameMaker: Studio interprets as the unique ID for the instance. In general you should never need to use this keyword, as you can do the same task more efficiently and appropriately using other keywords or functions, and is maintained for legacy support reasons.
other
F| Keyword | Description | value |
|---|---|---|
| other | The other instance involved in a collision event, or the other instance from a with function. | -2 |
The special keywordother has two different ways that it can be used to reference a specific instance: when used in a with function (explained here) or when used in a collision event, which is what this section is going to explain.
A collision event can only happen between two instances. You can have multiple collisions between multiple instances, but they are all resolved by GameMaker: Studio on a 1-on-1 basis, with the instance that has the collision event and the 'other' instance that is involved. Imagine you have a player object, multiple enemy objects and multiple bullet objects that the enemy can fire at you. You can assign each enemy a single bullet instance but with a different damage variable randomly assigned to it when created, for example:
var nnn;
nnn = instance_create(x, y, obj_Bullet);
nnn.damage = 5 + irandom(5);
nnn.speed = 8;
nnn.direction = point_direction(x, y, obj_Player.x, obj_Player.y);
See how we set its variables using the point method outlined in the section Addressing Variables? This will give the bullet objects a different damage value. But what about the player object? How will it detect the damage that it has to take? By using other in the collision event:
hp -= other.damage;
if hp <= 0 instance_destroy();
The above code will deduct the amount stored in the other instance in the collisions 'damage' variable from the player 'hp' variable, then it will check to see if the 'hp' is lower than or equal to 0. If it is then it will destroy the player object. Please note that other used in this way only works in the collision event and that the other instance must have the variable being checked or else an error will be thrown. However you can assign values to variables, or even create new ones, using other in the collision event too, like this:
other.mana += 10; //add ten to the other instance 'mana' variable
other.hit = true; //set the other instance variable 'hit' to true, creating it if the variable doesn't already exist
all
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| Keyword | Description | value |
|---|---|---|
| all | All instances currently active in the room. | -3 |
This keyword is used to tell GameMaker: Studio that a function is to be applied, or to check, all active instances within a room (deactivated instances will not be checked or accessed). You cannot use all to access or set variables in other instances using the point method (see here), but you can use it when calling with(), for example:
with (all)
{
speed = 0;
}
The above code will set the speed of all instances in the room to 0. You can also use all within functions to target or check all instances in the room for example:
inst = instance_position(mouse_x, mouse_y, all); //Check a point for any active instance in the room
if collision_line(x, y, mouse_x, mouse_y, all, false, true) {} //Check all instances for a collision along a line
mp_grid_add_instances(grid, all, false); //Add all instances in the room into a motion planning grid
all is a very useful keyword and can be used in numerous situations within your code and actions, often cutting down on the amount of code you need to write to achieve a desired effect.
noone
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| Keyword | Description | value |
|---|---|---|
| noone | No instance at all. | -4 |
It may seem odd, but many times while programming your games will you find the need to check if there are no instances found at a location, or in a collision etc.. In those cases you would use this keyword to check for nothing, something like this:
if instance_nearest(x, y, obj_enemy) != noone
{
//do something as there is an enemy instance near
}
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In this example, the function instance_nearest() will return either noone or the unique ID of the nearest found instance. Basically, any time that you need to check for an instance, you can expect to get either noone or a unique instance ID returned.