The next part for Turn-Based Combat will drop in a couple weeks! Stay tuned 👾 ⚠ For those using their own sprites and getting stuck in walls: make sure obj_player has a mask sprite assigned. It can be any one of your player sprites. Alternatively, you can assign a mask in the Create event of the player: mask_index = spr_player_idle_down; This should fix the issue of the player getting stuck in walls.
thank you so much , i was in the middle of making all my tiles for my game and you drop this Tutorial , now i can make a basic tsting room for my game . again thank you
This is honestly really cool, well explained, well made. Great Tutorial concept and execution. Also: even though I consider myself a somewhat experienced user and hence wasn't fully sure if this video was going to be for me, I somehow only now learned about the new script editor which I already got incredibly excited about! (*happy developer noises*) Absolutely worth the watch
@fionnreidy6078 Matharoo had an RPG Udemy course in the works, but never finished it. this is because he got employed by gamemaker themselves. This tutorial looks like its successor.
@@smidy3 Gurpreet here - that's true! Although I did cover a lot in the unfinished 2-hour video I put up on my channel, I planned to cover Turn Based Battle in that course, which I couldn't get to. In this series I'll finally get to do that. Thanks for following along!
My player object is getting stuck when moving left or right onto a wall. Any fixes? Quadruple checked that the code matched and I have the beta code tester on as well
For those experiencing similar issues, a temporary (possibly permanent) fix is to just put: mask_index = spr_player_idle_down; make sure it's in the Create event, I put mine directly below the tilemap collision code. This will allow you to keep the same collision mask for all sprite directions, seems there's an issue there. I had also experienced a visual glitch when idle left or right, causing a default "image undefined" texture with the red and white squares. Try adding two more frames to the animations so that all animation frames have four for the count.
Thanks for pointing this out, I missed that in the tutorial. I've updated the starter template to make sure all sprites have the same mask, and added a note for this in the pinned comment. -Gurpreet
I've just tried to launch the project and got an error message saying "{"status":"failed","message":"session not found"}? Looking at it again, I think it's trying to download the assets, but it's failing for some reason. Edit: Got it working, turns out that for some reason I wasn't signed into GameMaker.
Unfortunately, Game Maker continues to disappoint me with its shortcomings, which the developers, instead of fixing, breed new shortcomings. With each update, the engine becomes poorly optimized and heavy. The engine is capable of creating only primitive games based on simple shapes, since complex sprites lead to a decrease in fps and freezes. It is worth noting that collision handling remains at an ugly primitive level, which leads to failures in the execution of the written code. Physics modeling also remains at the level of "why is it needed if it does not work". Conclusion: Game Maker is good as a children's construction set for developing thinking and first steps. But it cannot be called a full-fledged engine, like Unity, Godot, Unreal Engine or CryEngine. It is a pity that you do not continue to develop(
Shame to hear this. Can you perhaps be more specific with your issues? Have you reported everything? We are striving to make GameMaker a powerhouse and this is even more apparent with our upcoming GMRT runtime which will be an huge leap forwards for GameMaker (See more: gamemaker.io/en/blog/winter-update-2024 & gamemaker.io/en/blog/gmrt-open-beta ) You are totally welcome to your opinion and again - we'd love to address these issues directly. However, claims like 'it's just a children's construction set' when multiple Game Awards nominees for 2024 were released using GameMaker is very clearly not the case. We want people to make games and we're doing a good job at that.
@@GameMakerEngine I am glad that you responded to my message quickly. I hope that my criticism will encourage you to make your product better. A bad rating is still better than indifference) In order not to be unfounded, I will give a recent example: the enemy character refused to execute the embedded algorithm, due to the fact that the collision of the walking sprite caught the collision of the ground surface. I spent more than two hours of manual adjustments, adjusting pixel by pixel in different directions so that the character did not catch on the ground and stopped twitching when walking. As a result, I had to reload the character sprites again. This problem arose because I wanted to slightly adjust the size of the walking sprite. Guys, are you serious? Simple manipulations with the sprite sizes lead to disruptions in the operation of the mechanism that I programmed a long time ago? Also, with the latest update, the compilation time of the project has increased significantly. I thought that the updates were aimed at optimization and improvement) And why can't we still combine physics simulation with procedural physics, for example, in the same platformer? For example, in Unity, this can be done for about 10 years) To describe elementary physics in code, it takes weeks and months and knowledge of vector algebra and physics.
@@resproject1731 You should think of game engines like characters in a game. Some characters are easier which makes them commonly better for/against beginners. Easier to perform its strengths as a beginner and beginners aren't good enough to punish its more obvious weaknesses. Then vice versa there's more high skilled characters which are better for pros because they are good enough to execute the characters strengths while the characters weaknesses are harder to punish overall since harder characters usually have more flexibility. But the point being is that even if an easier character is better for beginners and probably worst against more skilled ones, doesn't mean that it is a worst character all the time. If you know how to perform on a low skill character because you understand all of its strengths and know how to counter its weaknesses as well as in general accept the characters weaknesses then it can be equally as good as a high skilled character. Same goes for high skilled characters. In this case Gamemaker Studio 2 would seem to be more of a low skill character with some weaknesses like 3d or networking etc. but it is an extremely easy engine to pick up and can do simple things really fast and even with the weaknesses mentioned it is still capable of doing it, you just need to try harder so you have to accept those weaknesses while knowing how to use its strengths. Plus Gamemaker does get improvements overtime and doesn't seem to be getting any harder to code with and from my experience easy characters getting buffed is kinda broken 😉
here we go another goofball, without gamemaker we wouldnt have hit games like Pizza tower, Undertale, Nuclear Throne, Heartbound. You dont need to have that much power if you don't need to use it. You probably havent even released any successful titles, and no one should take your opinion seriously because ur just another generic thought in the wind.
The next part for Turn-Based Combat will drop in a couple weeks! Stay tuned 👾
⚠ For those using their own sprites and getting stuck in walls: make sure obj_player has a mask sprite assigned. It can be any one of your player sprites.
Alternatively, you can assign a mask in the Create event of the player:
mask_index = spr_player_idle_down;
This should fix the issue of the player getting stuck in walls.
Exciting. I requested this months ago, glad to see you decided to make such a series!
I loved your platforming tutorial and I just got home to THIS GEM
I just finished watching it. Good stuff.
So so so so good! Thank you Gurpreet!! Your teaching style is so engaging. Thank you 🤟
thank you so much , i was in the middle of making all my tiles for my game and you drop this Tutorial , now i can make a basic tsting room for my game . again thank you
This is honestly really cool, well explained, well made. Great Tutorial concept and execution.
Also: even though I consider myself a somewhat experienced user and hence wasn't fully sure if this video was going to be for me, I somehow only now learned about the new script editor which I already got incredibly excited about! (*happy developer noises*)
Absolutely worth the watch
Your tutorials are amazing! Thanks for making these.
Very nice! Will be following this one!☺️
Keep up the great work! 💪💪
unfinished udemy course not wasted :P AWESOME!
Which course did you sign up for?
@fionnreidy6078 Matharoo had an RPG Udemy course in the works, but never finished it. this is because he got employed by gamemaker themselves.
This tutorial looks like its successor.
@@smidy3 Gurpreet here - that's true! Although I did cover a lot in the unfinished 2-hour video I put up on my channel, I planned to cover Turn Based Battle in that course, which I couldn't get to. In this series I'll finally get to do that.
Thanks for following along!
GameMaker Is The Best 2D Game Engine In My Opinion 😁
heck yeah!
finally!
Thank you!
Amazing! I must try this
these new tuts are fantastic
so good tutorial :)
Looking forward to the turn based tutorial!
Thank you!
Only a few seconds in, love the chibi Matharoo sprite =)
Yooo, thank you❤❤❤
The Zukimon creator will be so happy to see this video!
Finally, it is here!!
i feel lucky that the day i decide to start coding again a video is put out
now we REALLY have tutorial guy rpg before gta 6
My player object is getting stuck when moving left or right onto a wall. Any fixes? Quadruple checked that the code matched and I have the beta code tester on as well
For those experiencing similar issues, a temporary (possibly permanent) fix is to just put:
mask_index = spr_player_idle_down;
make sure it's in the Create event, I put mine directly below the tilemap collision code.
This will allow you to keep the same collision mask for all sprite directions, seems there's an issue there. I had also experienced a visual glitch when idle left or right, causing a default "image undefined" texture with the red and white squares. Try adding two more frames to the animations so that all animation frames have four for the count.
Thanks for pointing this out, I missed that in the tutorial. I've updated the starter template to make sure all sprites have the same mask, and added a note for this in the pinned comment.
-Gurpreet
@@GameMakerEngine Thank you, and great tutorial so far! Can't wait for part 2!
Can we talk about how one the project files at the 0:48 mark is literally called "ship go brrr"?
Gotta name those random projects something yknow? Or else they'll just lack personality and look alittle depressing.
wow que manera de trabajar esta a su mecha wow !!!
Great start to 2025. Thanks gamemaker team ❤️
hello devs
hi
I've just tried to launch the project and got an error message saying "{"status":"failed","message":"session not found"}?
Looking at it again, I think it's trying to download the assets, but it's failing for some reason.
Edit: Got it working, turns out that for some reason I wasn't signed into GameMaker.
I can't download the template. It said session not found
When I downloaded this tutorial from inside GameMaker, the Tile Sets are not included.
The tile set sprite should be included (spr_tileset), and then you can make a Tile Asset from that, as shown in the video.
They really know that indians make the best programming tutorials on the internet 🥰
Unfortunately, Game Maker continues to disappoint me with its shortcomings, which the developers, instead of fixing, breed new shortcomings. With each update, the engine becomes poorly optimized and heavy. The engine is capable of creating only primitive games based on simple shapes, since complex sprites lead to a decrease in fps and freezes. It is worth noting that collision handling remains at an ugly primitive level, which leads to failures in the execution of the written code. Physics modeling also remains at the level of "why is it needed if it does not work". Conclusion: Game Maker is good as a children's construction set for developing thinking and first steps. But it cannot be called a full-fledged engine, like Unity, Godot, Unreal Engine or CryEngine. It is a pity that you do not continue to develop(
Shame to hear this. Can you perhaps be more specific with your issues? Have you reported everything? We are striving to make GameMaker a powerhouse and this is even more apparent with our upcoming GMRT runtime which will be an huge leap forwards for GameMaker (See more: gamemaker.io/en/blog/winter-update-2024 & gamemaker.io/en/blog/gmrt-open-beta )
You are totally welcome to your opinion and again - we'd love to address these issues directly. However, claims like 'it's just a children's construction set' when multiple Game Awards nominees for 2024 were released using GameMaker is very clearly not the case. We want people to make games and we're doing a good job at that.
@@GameMakerEngine I am glad that you responded to my message quickly. I hope that my criticism will encourage you to make your product better. A bad rating is still better than indifference) In order not to be unfounded, I will give a recent example: the enemy character refused to execute the embedded algorithm, due to the fact that the collision of the walking sprite caught the collision of the ground surface. I spent more than two hours of manual adjustments, adjusting pixel by pixel in different directions so that the character did not catch on the ground and stopped twitching when walking. As a result, I had to reload the character sprites again. This problem arose because I wanted to slightly adjust the size of the walking sprite.
Guys, are you serious? Simple manipulations with the sprite sizes lead to disruptions in the operation of the mechanism that I programmed a long time ago?
Also, with the latest update, the compilation time of the project has increased significantly. I thought that the updates were aimed at optimization and improvement)
And why can't we still combine physics simulation with procedural physics, for example, in the same platformer? For example, in Unity, this can be done for about 10 years) To describe elementary physics in code, it takes weeks and months and knowledge of vector algebra and physics.
@@resproject1731 You should think of game engines like characters in a game. Some characters are easier which makes them commonly better for/against beginners. Easier to perform its strengths as a beginner and beginners aren't good enough to punish its more obvious weaknesses. Then vice versa there's more high skilled characters which are better for pros because they are good enough to execute the characters strengths while the characters weaknesses are harder to punish overall since harder characters usually have more flexibility. But the point being is that even if an easier character is better for beginners and probably worst against more skilled ones, doesn't mean that it is a worst character all the time. If you know how to perform on a low skill character because you understand all of its strengths and know how to counter its weaknesses as well as in general accept the characters weaknesses then it can be equally as good as a high skilled character. Same goes for high skilled characters. In this case Gamemaker Studio 2 would seem to be more of a low skill character with some weaknesses like 3d or networking etc. but it is an extremely easy engine to pick up and can do simple things really fast and even with the weaknesses mentioned it is still capable of doing it, you just need to try harder so you have to accept those weaknesses while knowing how to use its strengths. Plus Gamemaker does get improvements overtime and doesn't seem to be getting any harder to code with and from my experience easy characters getting buffed is kinda broken 😉
here we go another goofball, without gamemaker we wouldnt have hit games like Pizza tower, Undertale, Nuclear Throne, Heartbound. You dont need to have that much power if you don't need to use it. You probably havent even released any successful titles, and no one should take your opinion seriously because ur just another generic thought in the wind.