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Order online at soundofheaven.info ▷ or for the Americas call (toll free) SPRINGER ▷ or A one of a kind GameMaker book that raises the bar on your coding. ISSN 1. Learning basic programming concepts with Game Maker. Claire Johnson Keywords: Game Maker, visual programming, making computer games, Key Stage 3 computing. 1. Introduction %20Closing%20the %20Gap%pdf [Accessed 14/06/16]. . ICT Interact for KS3: pupil's book 3. London. you have read and learnt what is taught in the book Practical GameMaker: Studio 1. Design and draw everything yourself. 2. Commission an artist to do it.


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News. Here you can see the most recent news about Game Maker. •. Book. is smaller than 1 subimages will be shown multiple times. Don't use a negative. form shown in Figure should then appear on the screen. 3 The free Lite edition of Game Maker provided with this book is fine for learning how to make. To access the Cheat Sheet created specifically for this book, go to product or vendor mentioned in this book. Chapter 1: Introducing GameMaker: Studio.

Text will be displayed a letter at a time when the audio plays - known as typewriter-effect. An equal amount of thought should be given to the other main characters in the game. VwolfDog - OpenGameArt. The first, which deals with dropping a bomb or fruit, is:. That is all for this room.

RPG Design and Coding - GameMaker: Studio (From PDF)

Thats way overboard. When computers first had the ability to make good quality sound effects, it was pretty cool. Im thinking back to Tomb Raider and Alone in the Dark. These days, not so much. Overusing sound effects is an easy way to alienate your players. Try to use sound effects sparingly and for emphasis. For example, footsteps on grass could be quiet, or on water some sounds would be OK. They will thank you for that.

When used well, in-game audio can provide an immersive experience for the player. The quality of your sounds and voices is also important.

There are plenty of sites out there where you can hire professional voice-over VO artists at reasonable prices. Different game genres have different view styles: Semi-top looks good, easy to program and allows you to provide more info than a top- down.

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As you can see from the sketches, in the top-down view you can see the roof of a building, but are unable to tell what type of building it is. The semi-top view shows part of the roof and the front of the building this immediately allows the player to know what the building is. Hey, you could even hang a sign on it with the word SHOP on it. Portraying this information in top- down is trickier.

Isometric views can not only provide the information on the type of building, they give a feeling of depth and does, if done well, look pretty cool. No transparency effects needed e.

Obviously there are also negatives in view compared with isometric view, but view is a great place to start.

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Boss Battles - Which I wont discuss here as it is mentioned in a previous section. Avoidance Having to survive an amount of time or reaching a goal without hitting an enemy. By dying, completing certain objectives or finishing the story.

Personally I think the main goal of an RPG should be clear from the onset. The initial cut- scene is a great place to put this. In this game this will be reinforced by placing the player near the exit on game start. The player can walk up to and chat to a pirate who will explain that youll need 1, gold coins if you want passage on his boat.

I dont feel this distracts from the game-play, as there will be many sub-plots for the player to uncover on their own. Exactly how much information you give the player and when is up to you. Whether your game takes hours, days, or weeks to complete, reward your player. Theyve committed their time and money if they bought it , and they expect something in return.

An immersive cut-scene is a great way to end the game. You may wish to throw in a false ending, e. On the way home they come across another pirate ship and they have a full on battle with cannon balls, explosions, etc. Ending credits are also good: You could go for simple scrolling text, or full on graphics with effects, whichever suits your game style. Depending on how you planned your game, it may have multiple endings. For example, rather than finding the 1, gold coins, your player got together the tools and resources to make a small rowing boat.

Different endings will get players coming back and playing it more often great if you have an ad-based revenue system. There is also a school of thought that games should not have multiple endings, as they may somehow punish the player for not doing something, or visiting a location in game.

So youve designed the main characters and the basics of your game play. Next is something that is often overlooked or not given enough consideration: Then use it in a mini quest against another pirate? Weapons - Starting off the game with a character with no weapons is also a good way to go. Running Perhaps for short time after eating food the player can run faster and jump farther, allowing the player to traverse ravines, for example.

Skiing Perhaps the island has snow covered mountain peaks? Skiing down them would make a great mini-game one on one against a pirate? This is mainly so you can control the character on-screen and still be able to use a mouse: Text messages are a core component of RPGs. For the purpose of the game made with this book well be using the following:. Info Text Kind of a quirk semi-random sentences when you collide with objects in game.

For example, one of ten sentences at random for each object. In RPGs text is commonly shown in a typewriter style effect, one letter at a time. For the purposes of this book, Ill be following that convention. Text is also usually accompanied by spoken words. Each speaking character will have their own voice.

This is something you can do yourself, or outsource it. I recommend going it alone as it can be fun and rewarding. Theres plenty of software out there to do this: Interactions with main characters should add something to the overall game, such as advancing the plot or giving tips to the player.

Not all text needs to be serious: For example:. XP - experience points this stat usually goes up when the player wins a fight or completes a task. It may also be split into levels. Gold In the game for this book, the aim is 1, gold pieces.

Displaying how many the player has will gives a good indication of their progress. Health - As a constant side-plot the player may need to be on the constant look out for food or water, otherwise they may die. Skills The skills the player currently has, perhaps starting with 4 and adding extra as they progress through the game.

Designing the layout for an HUD able to display all this information is a skill unto itself. It is dealt with in its own chapter. Other things that you may want to keep track of, perhaps as a pop-up so as not to over- crowd the HUD:. Whether for instant gratification, food or water, or for advancing the story, collectables are it.

Gold The main collectable for this game, you need enough gold to leave the island. Gold may also be spent in shop, reduced if you lose battles, or spent you if you want to dig. Shovel Once the player has this item, they can start digging for the buried treasure chest. In this game each dig will cost one gold coin to prevent cheating by digging everywhere. Mushrooms Used in a mini-quest where you need to find 10 mushrooms in a set time.

An RPG is likely to have tens, if not hundreds of separate items. Having notes to work on is an essential aspect of the design process and will allow for quicker and easier game development. Inventory, as mentioned previously, may start with two slots and increase to four when the player finds a bag. Obviously you show two empty slots in the inventory section of your HUD.

The other slots could have a big red X in them in. In the books example well use a chemistry bottle with liquid that changes fullness based on health. The player can keep their health up with a constant supply of food and water. A visual bar for each would suffice. Rather than just having items scattered through the level, force the player to give some thought. Showing what battle skills the player has and needs to find can be shown graphically full colour for current skills, grey-scale for those yet to find.

Quirks One of the quirks for this game is lots of objects, some of which can be collected, but all of which have multiple sentences that are displayed and spoken when the player collides with them.

Encouraging the player to collide multiple times is the main aim here. Mini-Games Variety is the key here, mini-puzzles could be based on anything: For this game, plan to use ancient weapons: Hunt For Mushrooms You have a set time limit to collect 20 mushrooms from a forest. As you can see, mini games are really only limited by your imagination: Although mini-games are usually distant from the main game story, they should reward the player.

For this game a few gold coins would be sufficient. Quirks are things that may you game stand out from the crowd and give it some uniqueness. Additionally, sound effects and music will be used for emphasis. There will also be diversity in the range of the quests and mini-games. I intend to make some so good and engaging that they could stand on their own as a separate game. With modern devices, players may leave the game part the way through, for example to take a call or check emails.

This makes timing when to save a bit of a hit and miss affair. The approach I favour is big signs throughout the game with the words Save Here written on them. No mistaking that: Make it so this can only be done when not a mini-game or quest.

I prefer the use an INI system to save data. In an RPG this is relatively straight forward, as there are only a limited number of things that need to be saved, and a limited number of objects in-game. Its a very basic movement and animation example that will be expanded upon in other sections. For each project it will be noted whether this, or another GMZ is used as the base template. You could use emums for directions and movement, but the method used allows for easier adaptation of the code in later elements where it is used as a base template.

This base will provide 4 directional movement, controlled by arrow keys, if you prefer movement via WSAD, this is a simple change you can make yourself. The Create Event code sets the initial values. The first block detects key press and updates the values accordingly:.

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And finally the block used for animation. It checks whether the player is moving or not and sets appropriate sprite:. As you will see from the code, it will animate walking when moving, or show an idle animation if not walking. There is also a set of 4 images for each direction, both idle and moving.

They are in the resources. The origin for the sprites is: You can select multiple images by holding down CTRL whilst clicking each separate image. As mentioned in the introduction, there is more than one way to skin a cat. The main game base uses switches and enums, to make it easy to adapt and modify code for other elements used in this book. One of the quirks of this game is that when the player collides with an object, one of many sentences is displayed on screen and played audibly.

This applies both to objects that the player can pick up and not pick up. If your game has lots and lots of objects, then you will have many audio files. Use an external audio program to compress your files as much as possible without losing quality this will help keep the final size of your game project as small as possible.

Audacity is a free software package that is worth checking out and is easy to use from the start, unlick some more advanced DAWs Digital Audio Workstations. Creating voice audio is skill unto itself. You have the option of doing it yourself or outsourcing.

Outsourcing is expensive. Going it alone is a fun way to go, and all you need is a decent microphone and a computer. As you will see from the GMZ, keeping the control relative to the object makes it easier. I dont think its necessary to fix things into a script.

Keeping the control in the colliding object will allow for more variation, for example you may want to:. RPGs generally have more than one method to display text, other methods and uses are covered in other elements in this book.

This sprite needs Precise collision checking set. This is shown in Figure below:. The code is:. Mushrooms, mushrooms, mushrooms, mushrooms. It will also play the accompanying audio file:. It will draw the message one character at a time, known as typewriter-effect. This code will draw relative to the colliding instance. This book covers a couple of battle systems. A battle system is where the player takes on another main character and has a fight with them. This could be achieved in a number of ways.

This battle system is loosely based on Rock, Paper, Scissor except four options are used:. The player can select their choice of play using the appropriate key. The computer then makes a random move. Either the player wins, the computer wins or it is a draw. First to 5 successful plays wins.

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How you reward your player is up to you, but in the context of this book you could award 5 coins for a win, and remove 2 coins if they lose.

This would mean over many games, on average, the player will be up on coins. The aim of the game in this book is to acquire 1, gold coins. Ideally you dont want the player just playing the battle system over and over, so maybe limit how many times the player can play each system, or restrict the player from playing more than once every ten minutes, which could be achieved using a global alarm system.

Although this book only deals with a couple of battle systems, there are literally s of variations that you can choose from. Have a look online for free RPG games, play them and get some more ideas. Players of your game will thank you if you have lots of variations they can play, and it will extend the life of it. This code sets up the initial variables needed. And finally in a Step Event put the following.

This will allow the player to choose which play to make by pressing keys 1 through There is no sprite for this object. This is all for this object. The code above detects a keypress, sets the players move as a string, and then destroys itself. In the Create Event the following code that will choose a random play between 1 and 4 inclusive. This value is then used to set the string for the computers play:. It will draw the player and computer sprites, the move each made and the results:.

Not the most compact or the best coding, but the code below is relatively clear to understand. It checks each combination, adjusts the score. The final few lines checks whether either has reached the target and goes to the appropriate room. This code is in the Create Event:.

That is all for this object: This is used in a game over room to show that the player has won:. Like the above code, this will show that the computer won:.

Next create 3 sounds and set as the following, loading in the appropriate sound: That is all for this room. Well create an enemy that moves left and right at the top of the screen, releases bombs, throws a sword, and drops a big bomb or fruit. Occasionally actually every 10 seconds , the enemy will jump this is when it will be vulnerable to the players sword attack.

The dropped bombs of both sizes will damage the player, however collecting fruit will damage the enemy. The controls will be simple: I managed to acquire some pirate voices, so well throw a few them in for good measure. I have added a few too many, but was excited to try them out! There are literally hundreds of Boss V player battle methods that can be used: The Step Event destroys the instance as it leaves the room:.

The origin should be set as center. The Create Event, which sets it moving and sets up a sine wave is:.

The Step Event applies and updates the sin wave, which makes the sword rotate back and forth. This event also destroys the instance as it leaves the room:. The Create Event is:.

This character can move left and right keeping inside room and fire swords towards the enemy. Collisions with instances have different outcomes, depending on whether its a bomb, sword or fruit. Both of these sprites need Precise collision checking checked in Sprite Properties and have the origin set as center. This sets the starting values, slot relates to position on screen, dir its starting direction and whether it can shoot create a flying sword.

The first block in the Step Event is the following, which will move the character left and right, if able to i. It will allow the player to move left or right to the next slot, stopping when it reaches it.

There are four collision events. If the player collides with it they will lose 1 health point, a choice of sound will be played and the instance will destroy itself:. On collision the player will lose 5 hp points, play a sound and then destroy the sword:.

This object is the boss enemy that the player must beat. It moves left and right, and fires bombs and fruit. This enemy will be vulnerable to the players attack when it is in jump animation state. This enemy will get faster over time. The Create Event code, sets the starting position, sets the initial alarms and points randomly left or right.

The first, which deals with dropping a bomb or fruit, is:.

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Next is a Alarm[1] Event, this event creates the scatter bombs minions: It has a Step Event with two code blocks. The first makes the pirate move to the next slot location:. The code for this is:. This displays the player and enemy health as bars and checks if either win. This game has three rooms: Each room has a height of and a width of When interacting with other characters in-game you want to be able to hold up a decent conversation.

Basing the dialogue on the responses that the player makes is the way to go. For example if the character asks: How are you today? The other characters next response is based on whether you say yes or no. I strongly suggest using a chart or other notes when making your own dialogue system, as it can get very complicated, very quickly. For each level you add, youll be doubling the number of options available, ie for 5 levels, there will about 32 possible outcomes, thats 63 different sentences!

The flow of conversation therefore can be very dynamic and engaging. As well as providing dialogue, you can make other changes. The approach shown in this section is basic, but allows for easy understanding and customization.

The example provides for two options for each question, but you could expand to three or more by adding more array elements. The text is dialohgue is simply drawn inside boxes: As you can see, its all pretty logical. For clarity a positive choice first option divides to left and a negative choice second option divides to right.

This sets up an array for the data, namely the questions, answers and number for the next question. It only has a Create Event:. The second element, global. The third element, global. The fifth element, global. You can offer one option, which is useful if you wish to offer a lot of text in stages, i. It has a Step Event with the following code: Theres also a Draw Event with the code, which draws the sprite, formats the text and draws the appropriate message:.

Ive included an example to show how to make something else happen, e. The click part will update global. There are a few changes. Your player is going to spend a lot of time acquiring loot. Its important to give your them something to do with this cash. A shop is one ideal solution. Each has a different price, image, current amount and maximum amount.

This is displayed using a parent object that gets all the info from a global array. In addition there is a buy button, which shows green if the player can buy it or red if they cant. They wont be able to buy if they dont have enough cash, or they have the maximum number of items already.

The programming technique and GML code used in this element is not the most compact, but has been done so it is easy to understand and customize. Well create the shop image. You can keep the origin as 0,0 though this is not important. This sets up the array needed for the shop.

As noted below, you would load this data from an INI file, but for quickness and clarity of the example, well do this in code:. Next well create a shopkeeper whose lips move when they speak. Load in and assign the appropriate sprites from the resources. Its origin is 0,0 though not important here. This object has a depth of 10 and will be used as a background for the shop keeper object.

That is all for this object. Its origin set as center. This is a parent object that draws the data from the array. The Create Event code is:. This parent object is a button that is clickable when an item is available to buy. It has two sub images, image 0 in green and image 1 in red. Green will show when available and red when not available.

The Step Event code, sets which sub image to show. The first conditional checks whether the player has enough cash the second whether the player has a full allocation of items:.

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And the Left Mouse Button Pressed Event, will first check whether the player is maxed out on that item, then check if the player has enough cash, and update the item count and available cash, playing the appropriate audio as required:. The depth of each is Showing a button object with create event code and parent set. A cut scene is generally a non-interactive animation providing information that progresses the story. These are normally shown at the start and end of a game, with additional cut scenes in- game as needed.

For example, this could include:. A scene prior to a boss battle, which may or may not explain what the player needs to do. Collecting an object, showing how it can be used, for example collecting a shovel and showing how it can be used. Cut scenes vary from game to game: For the purposes of this book, the example will use 2D animation. This will consist of a collection of 11 separate scenes, each having its own room.

The method used is pretty basic, but demonstrates the rudimentary elements needed to make a cut scene. It should be noted that over-use of cut scenes is a big no-no. Cut scenes stop the player from playing the game, albeit for a short time. Always consider that the player wants to play, not spend time watching poorly made cut scenes.

However, when used sparingly and at the right times, a cut scene can contribute a lot to your game. Theres also an object to fade out at the end of each room, which is created by the rooms control object. A sine wave is used to make it wobble. This fish swims from right to left. There is no code for this object. The Step Event is:.

This origin should be set at 97, which will be the point that rotation uses. The default origin 0,0 can remain. The origin should be the middle of the roof at 64, This is the point the windmill sails will rotate on.

There is no code for this. To facilitate this well use an object dedicated to just messaging. Basically the object is created and a string sent to it. This string is shown after a short pause, displayed, and then faded out. As you can see above, the coordinates are set, the initial text to display is set to , and alarm is created.

It sets destroy to false, which will be used later when fading out. The variable fading will used to change the alpha value i. Most of the control objects for the scene follow the example above, but with some minor changes. The full code for each is shown for each scene for clarity purposes. Up High On A Hill. This room has a background, and one instance each of the windmill and sails. The view is set in the room properties to foloow the windmill object.

This is basically the same as scene 1, with the addition of an animated sun. The view is set to follow this sun object. In this scene a boat moves across the screen bobs about, with clouds moving across the screen. There are no additional objects. It consists of a moving ocean. A Big Strong Storm Came. As you can see, its the same as other control objects, with the addition of a sine wave to change the angle of the view.

Keeping things looking good visually is important in any game. Making sure things behave like they would in the real world is another matter. This element employs a trick to make sure that the player and in-game objects are drawn in the correct place, and prevents the player being able to walk through objects.

This is done by changing the depth of the player and in-game objects relative to the y-position on screen. This technique also creates an additional object that is used to prevent the player moving through the base of an object. Instances of this object will be placed at certain points in the room and the main player object will be programmed to prevent it walking through instances of this object. The origin should be set as 32, Adding longevity to your games is important, whether an RPG, a casual game, or something puzzle based.

Allowing your players to access extra and new levels is one approach. It is possible to create text files that can be downloaded and processed with GameMaker. How you represent your bonus content in text form is up to you, this sections shows a very basic and easy to understand example. For this example well use a simple grid system. The file that is downloaded from my website in this example looks something like this:.

Each letter represents a different object. W is a wall, L is a lake, B is a bush, T is a tree, and P is the player. Blanks are just a space character and indicate there is no object present in that slot. The file is downloaded asynchronously and saved locally as a text file. This text file is then opened, each line is saved as a string and this is then processed to place instance the required objects in the room.

In the Create Event put the following block of code. This shows a message that it is getting the level and sets up an asynchronous event which is an event that takes place in the background and sets a variable change when complete.

A flag and an alarm are set. The alarm will trigger after 10 seconds. This can be done via: The code below will check on the status of the asynchronous event created previously. The status will change from -1 to 0 when it is completed successfully, which will set the flag done to true:.

It does not have a sprite assigned. This has a Create Event with two code blocks. The first will read each line of the file that was created previously, and put it into an array str:. The second block that will read the characters from each line and places instances of appropriate object accordingly:.

Set as x in size. Showing level created from a downloaded file. As well as having a main player character, you may want other controllable items, such as a car or other vehicle, a horse, a bird, a boat, etc. You could set it up so certain areas can only be traversed by a vehicle, for example an island in the middle of the lake that can only be accessed by boat.

Providing some variation in how the player interacts with the game is important, though you should always try make sure you dont veer off from it being an RPG, and step into arcade game-style.

This uses a mass based system, which also prevents the horse getting stuck over other objects. This script prevents objects from getting stuck:. There is a hoof track effect, this will be accomplished by creating instances of this object when the horse is moving. The Create Event, which will prevent any error if global. This needs to be loaded in. They each have 7 sub images and the origin should be set as the center:.

Showing the drivable vehicles element in action. AI is an import aspect of an RPG. Creating characters that have path finding is a basic form of AI. For the purpose of this example, well create a character that moves towards to the players location. The maths behind path finding is quite complex. Fortunately, this is quite easy to do in GameMakers GML, as it has a number of functions that can be combined to achieve this task.

First up a grid is created that covers the room in invisible cells where a path may be considered. Then cells in this grid are flagged where the path finding cannot go. A path start and end point are then set, with the path finding algorithm, creating a path between these two points, whilst avoiding cells that it cannot go through.

The Create Event for this object is shown below. First this creates a grid that will be used for path finding. The final part then creates a path between itself and the player, then starts this path. The Step Event has two blocks. The first block checks if the end of the path is reached, if it is, it creates a new path between itself and the player object, and starts moving along this path:.

Alternatively you could use the code, shown below in another event, such as an Alarm that triggers every so many seconds:. Finally there is a Draw Event with the following code, which draws the path and the enemy. You could omit this whole event, but I have left it in for testing and visualization purposes:. Audio, both sound and music, can add a lot to a game. When used sparingly and for emphasis, the result can be an immersive experience for the player. However, it is important not to overdo sound effects.

Too much, too often can be overkill and detract from the overall experience. This example demonstrates how to use different sounds when walking on different things such as water, leaves, wood and solid floors. Its a very simple method: Set an alarm. If the player is moving the alarm triggers, check what they are walking on and play the appropriate sound. Then reset the alarm. Using an alarm prevents constant playing of the walking sound.

Playing once every second is enough to give the player enough feedback to let them know the surface they are walking on has changed. This code deals with setting the correct sound effect and the playing of the audio if the player is moving:. The origin of the sprites for the above 4 objects is not important, either 0,0 or 32,32 will suffice. The sound resources youll need to load in are: You may want to provide more than one sentence at a time, which could prove problematic.

Each message is shown, deleted, then if there is another message in the queue it will show that. Some additional objects are added to show how to use this in practice. As messages are queued easily through a script you can add them at any time, it doesnt have to be through a collision event. Create this object.

There is no code or sprite for this. These messages are shown as examples, pressing the keys wont actually do anything.

This has been omitted to keep it easy to understand. Showing sprite and parent assigned. Next there is the object that will show the messages, if any. The Create Event which sets the required starting values is:. The Step Event checks the ds list for any content: It does this by drawing an appropriately sized background and places the text over it:. The player needs access to a whole menagerie of information, for example:. A HUD is usually a non-interactive element of a game, though inventory and spells are often selectable and useable.

The HUD is usually drawn separate from the view. In GameMaker: Studio this is relatively easy as you can draw a GUI above and independent from the main game view. The example for this element draws the 7 elements listed above.

In your own game you may choose to display more or less: In fact, this is never drawn in Draw Event, but present so you place in the room at the correct position.

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This routine utilizes extra code for example purposes, which is indicated in the comments of the applicable code. Your actual game would omit these additions. This is the Draw Event code, in which we simply put a comment line to turn off default drawing:. You can use the keyboard to change the variable for testing, and show and hide the spells and inventory popups.

An RPG must have some form of inventory system. Collecting items is one of the main focuses for a player. For example, in the RPG outlined in the introduction of this book, the player needs to collect items and use them appropriately to get cash so she can get off of the island she has been marooned on. Acquired items are generally stored visually, so the player can see what items they have. The example shown is very basic, but simple enough to understand and expand upon.

The inventory has a number of slots for placing items in, which the player can then drag around and place into other slots. This example allows the player to collide with an instances of an object and pick it up using a keypress, if there is a free slot available.

Each slot holds a value of -1 if empty, otherwise a number that represents the object to be shown. We use four items. Each item has a mini sprite as a sub image that is shown on the inventory. Adding additional items is pretty straight forward.

As an example, in-game items that can be picked up will be generated randomly: Next is a sprite that will hold the images used in the inventory. This is also 32x32 with the origin set as the center. It consists of 5 sub images, but well only be using sub images 1 through 4, so 0 is not used, but needs to be present. This is 64x64 in size and the origin is the center.

The final sprite is used as a background when the inventory is visible. Its size is x The origin is 0,0. This code will increase the size of the inventory global.

In your own game, you may want to provide the bag as a reward for completing something in-game, or have it available for purchase in the shop. This value is used to show the items sub image and is also used when its being picked up. This code checks for a keypress and checks whether there is an empty slot. There is a more thorough inventory example in the element Usable Items. There are five scripts. These scripts work together to allow you to add items to the inventory and to click and drag items.

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This script will check if a slot is available. If it is it will add it and return true, otherwise false is returned:. It has a Step Event which toggles global. This variable is used to show or hide the inventory:.

Providing info to the player using various messages, popup message, spoken sentences etc. However, too much can be overkill. Another method worth considering is changing the colour of the player sprite. Dont worry you wont need to make a new set of sprites as GameMaker: Studio has a colour blend function. You could use this method to convey information to the player. In this example it will show invincibility for the player by flashing red.

It will also draw a bar above the player to show how much invincibility the player has remaining, which will replenish over time. An Alarm[0] Event has been added with the following code, which replenishes the timer once every 20 steps and keeps it at a maximum value of An additional block has been added to the Step Event. The last line turns off invincibility if there is no timer left:. And finally a Draw Event has been added, which draws the players sprite and coloured bars showing available invincibility:.

Mini Quests that the player must complete, either to progress the story, unlock something, or to get a reward provide variety within your game. This uses two sprites. If under a distance of it will draw inside the map:.

This is the item that the player needs to collect in their mini quest. The Create Event sets everything up, such as the sprite index and image speed so the sub image 0 is shown. This is used for showing a timer that displays how much time the player has to complete their quest.

It will also be used as a control object to check whether the player has completed the quest in time or the timer has run out. An RPG generally has one large playfield, usually outside, and a number of smaller locations for example inside buildings. Youll need some system to transport from one room to another, and then back again. One method is to use separate objects to do this.

When the player collides with the object they are taken to the target location. At this point youre probably wondering how the rooms remember what has already happened in them, whats been collected and what not. Fortunately GameMaker: Studio allows you to set rooms as persistent.

You can therefore move back and forth between rooms without having to save and load hugh amounts of data. As the rooms remember the x and y positions of all objects, including the player, well use a little trick.

When the player collides with a door that will take them to another room, we will first move the player away from the door before going to the target room. This prevents infinite looping between target rooms. This is assigned to two objects: There is no code for either of this objects. You can set the origin as Center for this, and there is no code required. Changing the y position is very important it ensures that when you come back to this room the player object is not already touching the door.

Failure to make this position change would send you straight back the target room:. Load that in now as a background. Showing background assign and objects added. Showing how to set the room as persistent.

Lastly well create a splash screen room to set some initial data. If this was your own game youd set up variables or load a save file instead. This will set the initial value of global. In the resource tree move this room so that it is the first in the rooms section, so that it runs first. Studio has a number of audio effects. One of these allows for positional audio. This plays audio at a volume depending on the distance and direction between an audio emitter and an audio listener.

This plays more through the left channel or right channel, depending on the position. If you have surround sound speakers youll also get front and back audio. This example is set up to play the audio louder the closer you get to an object, and fade off at a certain distance, leaving just a gentle ambient sound. There is one change. This sprite has 50 sub images. Set the origin as the center. The Create Event code again plays audio on a loop:.

There will be places that you may not want your player to go, for example a bottomless pit, or lava. What should you do when the player collides with these? One answer is a respawn point. You would have a variable for both the x and y positions for a respawn point, and just move the player to that location.

This system is pretty simple to put into place. You have a respawn point: Upon collision with this you store the location of the player as separate variables.

Upon dying you move the player back to this position. Where you place these respawn flags is somewhat important. Before and after a difficult point is a good place. This addition makes an initial starting point for respawning:.

This element is almost a clone of the Inventory element, but with some distinct changes. As such the whole process is shown. So, your player spends plenty of time filling up their inventory with various items. It would be nice to give them something to do with them. Before programming for something like this, you should already have noted down some of the items that the player will need to collect and how they will be used.

Its OK to tweak things here and there if you come up with more ideas. This is used to identify whether objects can be picked and held in the inventory. This example shows the use of three keys and three matching chests, each set as a different colour. I'm start using Game Maker and I want learn more about! Aug 3, Posts: Alexx That's very nice of you. David Berkompas , Aug 28, Jun 22, Posts: Hey, that's really cool. Thanks for sharing these and best of luck with what you move on to. DaMuffin , Aug 28, Aug 28, Posts: Just when I join the Forum!

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