Hello GameMakers. This is a tutorial series I had in the works for more than a year, but I had to scrap it. I'm releasing whatever I've made in this video. While I worked on this tutorial series, something amazing happened: I got a job at YoYo Games / Opera to write all documentation and official tutorials for GameMaker! There are two sides to every coin though, and what this meant was I couldn't continue working on my own projects. I tried my best to find time to add content to this series, and I did. But I reached I point where I couldn't continue and had to scrap this project for good. You will continue seeing videos from me, whether it's on this channel, or on the official GameMaker channel. But sadly for this RPG series, this is it. This video does not cover turn-based battles, which was planned. However the complete project on GitHub DOES have turn-based battles! Here it is for you: github.com/gurpreetsinghmatharoo/gms2.3-turn-based-rpg Thank you for your support! Happy GameMaking.
Hi loved your tutorial. If your ever in need of free music to use for your projects or for game jams check my channel out. All i ask is you give me credits for making the tracks you use.
Why is it every time yoyo games hires a youtuber their content gets scrapped? the community relies on these to learn the engine, and there's not that many built in tutorials.
You are with no doubt the best at explaining the stuff that are really important. After each of your video, I won’t just be able to copy your code but I will also be able to make my own code. Thank for those amazing tutorial. Could you also make a tutorial on sound, it is a pretty important thing in game but it is pretty hard to implement in game.
Watch Peyton Burnham's video about SFX, it makes it a lot easier to implement sounds to your own game with help from his tutorial if you haven't been able to figure out how to do it yourself
Instead of manually positioning the player or NPC objects in the room to the center of the tile to avoid the initial diagonal movement, you could make use of the to_tile and to_room functions to automatically fix the position no matter where it is dropped in the room. Simply add this to the Create Event: var _tx = to_tile(x); var _ty = to_tile(y); x = to_room(_tx + 0.5); y = to_room(_ty + 0.5);
I'm totally new to this and I was wondering why it wasn't in the create section. I figured create just checks at the creation of the object while step checks regularly, so that if something happens to knock it out of place, it will be auto corrected. But again, I am brand new and could be wrong.
@@killerkristov You’re on right track with that understanding. Create event is for initialization of variables as well as other code that might need to run once at the start of the object. There are other events that run only once, but have different firing conditions. Step event is where “things happen”. If an object needs to move or actively do stuff, you typically do it in Step. It runs a number of times per second equal to your room speed, default is 60. Anyways, that code is set in Create Event because we only need to offset the position once. The code in Step will keep it where it needs to needs to be after that.
hello! i have a question..i couldn t find game maker studio 2, so my whole game is in game maker 1. When i right click on object character parent' s events (for the character) i dont have the "inherit" option. What can i do? please i really need to finish this game ;( btw it s at the 25:50
Hello there, top video, i have even the course on Udemy, basically if i want to make my UI with sequence using GUI event and i want to test it in a Full HD and in 4K, how can the sequence fit with both resolution? Thank you!
The video is good! But one problem I have is that if I see the room and everything, It's high quality. But when I test it, Everything just is so low quality
depth = -bbox_bottom is more widely used when your origin is bottom center, atleast. I suppose if your sprites use a different origin then depth = -y is back in play. Also, you can make a depthsorting script that applies depth to various different parent objects separately, so not all use the same depth stuff. Also never put depth = -y into gameplay instances. Just use a game manager that does with (all) depth = -y and then separate the certain parent objects from that, like UI objects
@@gnysek It's a matter of preference I suppose. But by having all depthsorting in game manager makes you find all the code in one place, instead of having to check different parents (there's usually multiple)
Matharoo, I ask you to please do a video tutorial about a very basic project with local push notifications for Android in Game Maker Studio 2. I have seen your post in the "YoYoGames" forum but it has not worked for me, and the "Firebase Cloud Messaging Ext" project gives me compilation errors related to the "Firebase Setup" extension.
Dunno if anyone's gonna see this, but the collision code is messed up. I followed everything perfectly yet the code doesn't seem to work no matter what I do and I need help. For some reason, the hitbox on the collision moves to a weird position and not on the exact tile it needs to be on.
great tutorial, but the only problem I found is when changing rooms when the text and name of the npc do not appear when interacting, the same happens when I return to the first room
I got stuck in the AI path part. The line shows to correct part whenever I click but the NPC seem to sitting diagonally when it reaches the destination point and it does not walk along the path generated. Instead, it was following beside the line which kinda boggles my mind now. I appreciate if anyone can tell me what causing this problem.
I can't tell why the collision code does not work, I have followed everything you have done EXACTLY and it does not work for me. I do not collide with the tile collision layer. Has anyone else dealt with this and figured it out?
I am guessing here that if the new slope code came from you, there would be a disclaimer in the github saying that people can't use it for commercial purposes, right? :)
47:06 My player isn’t animating correctly. All other animations work, but when I try to go left it doesn’t animate left, it stays as the animation is was before. Can somebody help I have checked the code many times but I can’t find the problem.
Oddly enough, the function point_direction returns a float in the case of 180.00 degrees. Simply convert this number to an int like this: move_direction = floor(point_direction(x, y, target_x, target_y))
Hey. This is part of Dialogue Data & Interaction (1:55:58) and Typewriter Textbox (2:03:40). The first one covers how to detect NPCs, and the second one covers pressing space to open a textbox.
I have a problem from the point where I set Enable viewpoints to true and then start the game everything in the game has a very low resolution. Does anyone know why this is?
Hello GameMakers. This is a tutorial series I had in the works for more than a year, but I had to scrap it. I'm releasing whatever I've made in this video.
While I worked on this tutorial series, something amazing happened: I got a job at YoYo Games / Opera to write all documentation and official tutorials for GameMaker!
There are two sides to every coin though, and what this meant was I couldn't continue working on my own projects.
I tried my best to find time to add content to this series, and I did. But I reached I point where I couldn't continue and had to scrap this project for good.
You will continue seeing videos from me, whether it's on this channel, or on the official GameMaker channel. But sadly for this RPG series, this is it.
This video does not cover turn-based battles, which was planned. However the complete project on GitHub DOES have turn-based battles!
Here it is for you: github.com/gurpreetsinghmatharoo/gms2.3-turn-based-rpg
Thank you for your support! Happy GameMaking.
Hi loved your tutorial. If your ever in need of free music to use for your projects or for game jams check my channel out. All i ask is you give me credits for making the tracks you use.
Why is it every time yoyo games hires a youtuber their content gets scrapped? the community relies on these to learn the engine, and there's not that many built in tutorials.
This is a very professional tutorial. The added comments and reasoning behind all the code and examples are exceptional.
Good luck with your job at yo-yo and a big thanks to you and your tutorials!
Thanks for your hard work! You easily, easily have the best gamemaker tutorials
+1
Thank you!
+1
I've been waiting for this series for more than one year.
You are with no doubt the best at explaining the stuff that are really important. After each of your video, I won’t just be able to copy your code but I will also be able to make my own code. Thank for those amazing tutorial. Could you also make a tutorial on sound, it is a pretty important thing in game but it is pretty hard to implement in game.
Watch Peyton Burnham's video about SFX, it makes it a lot easier to implement sounds to your own game with help from his tutorial if you haven't been able to figure out how to do it yourself
Instead of manually positioning the player or NPC objects in the room to the center of the tile to avoid the initial diagonal movement, you could make use of the to_tile and to_room functions to automatically fix the position no matter where it is dropped in the room. Simply add this to the Create Event:
var _tx = to_tile(x);
var _ty = to_tile(y);
x = to_room(_tx + 0.5);
y = to_room(_ty + 0.5);
Where did you get two these functions from? They are not documented in the GM Manual.
@@smollismollisworld5655 They are custom functions defined in this tutorial video.
@@AnachroSoft thanks, I somehow first read through the comments before having watched the tutorial. Often it is helpful, sometimes it is not :)
I'm totally new to this and I was wondering why it wasn't in the create section. I figured create just checks at the creation of the object while step checks regularly, so that if something happens to knock it out of place, it will be auto corrected. But again, I am brand new and could be wrong.
@@killerkristov You’re on right track with that understanding. Create event is for initialization of variables as well as other code that might need to run once at the start of the object. There are other events that run only once, but have different firing conditions. Step event is where “things happen”. If an object needs to move or actively do stuff, you typically do it in Step. It runs a number of times per second equal to your room speed, default is 60.
Anyways, that code is set in Create Event because we only need to offset the position once. The code in Step will keep it where it needs to needs to be after that.
This whole tutorial is incredible. Thank you for putting in the time to do this. It has helped me immensely.
Absolute Legend, thanks for everything Matharoo you've helped me a ton!
Great tutorial. will need to watch a few more times i think :)
thanks for all the help, very good tutorial
Amazing tutorial! Thank you!
This is really good!! Thank you so much! :)
An excellent tutorial, very much appreciated.
Great tutorial, thanks! All in one place, nice
Really nice video, thank you
*Very nice lesson man !)*
it would be awsome to have a tutorial where the npc follows the player like earthbound, thx your tutorial is the best on youtube
Already exists on another channel ;)
@@roikkudev8677 oh thx , but another channel , not is this channel :3
Very helpful❤️💪🔥
17:42
Is there a way to get collisions without grid numbers?
you are a legend
hello! i have a question..i couldn t find game maker studio 2, so my whole game is in game maker 1. When i right click on object character parent' s events (for the character) i dont have the "inherit" option. What can i do? please i really need to finish this game ;(
btw it s at the 25:50
Do you have a new course for the latest version of the game maker? I am ready to buy it, whatever its price
7:32
Can you please make an in-depth guide to gml and gms features please. Looking forward to it.
Hello there, top video, i have even the course on Udemy, basically if i want to make my UI with sequence using GUI event and i want to test it in a Full HD and in 4K, how can the sequence fit with both resolution?
Thank you!
The video is good! But one problem I have is that if I see the room and everything, It's high quality. But when I test it, Everything just is so low quality
Walking doesn't work.I found where I did mistake and understood this part of code. Thanks a lot 😊😊😊😊
SO depth=-y is back in fashion? It was highly discouraged to use it in GMS2, but I see that more and more devs goes back to this historical method.
depth = -bbox_bottom is more widely used when your origin is bottom center, atleast. I suppose if your sprites use a different origin then depth = -y is back in play. Also, you can make a depthsorting script that applies depth to various different parent objects separately, so not all use the same depth stuff. Also never put depth = -y into gameplay instances. Just use a game manager that does with (all) depth = -y and then separate the certain parent objects from that, like UI objects
@@roikkudev8677 why "with (some_parent)" would be better, than having same code in step event of "some_parent" ?
@@gnysek It's a matter of preference I suppose. But by having all depthsorting in game manager makes you find all the code in one place, instead of having to check different parents (there's usually multiple)
Matharoo, I ask you to please do a video tutorial about a very basic project with local push notifications for Android in Game Maker Studio 2. I have seen your post in the "YoYoGames" forum but it has not worked for me, and the "Firebase Cloud Messaging Ext" project gives me compilation errors related to the "Firebase Setup" extension.
what about diagonal movement?
*Create plz networking lessons? how can create server + gms2 game project? jr leaderboard online (with uploading data to cloud)*
Dunno if anyone's gonna see this, but the collision code is messed up. I followed everything perfectly yet the code doesn't seem to work no matter what I do and I need help. For some reason, the hitbox on the collision moves to a weird position and not on the exact tile it needs to be on.
I am having this issue now, how did you fix it?
great tutorial, but the only problem I found is when changing rooms when the text and name of the npc do not appear when interacting, the same happens when I return to the first room
I got stuck in the AI path part. The line shows to correct part whenever I click but the NPC seem to sitting diagonally when it reaches the destination point and it does not walk along the path generated. Instead, it was following beside the line which kinda boggles my mind now. I appreciate if anyone can tell me what causing this problem.
the double quoted "Textbox", says it doesn't exist in the error message
I can't tell why the collision code does not work, I have followed everything you have done EXACTLY and it does not work for me. I do not collide with the tile collision layer. Has anyone else dealt with this and figured it out?
I am guessing here that if the new slope code came from you, there would be a disclaimer in the github saying that people can't use it for commercial purposes, right? :)
Sorry, what?
anyone know why all my npc bobs run to the top left of the game and run side by side there
47:06 My player isn’t animating correctly. All other animations work, but when I try to go left it doesn’t animate left, it stays as the animation is was before. Can somebody help I have checked the code many times but I can’t find the problem.
Oddly enough, the function point_direction returns a float in the case of 180.00 degrees. Simply convert this number to an int like this: move_direction = floor(point_direction(x, y, target_x, target_y))
@@NickOlkhovikThank you man. I had forgotten yen about this project, but now it finally works!
I can’t find the part where you code how to trigger a conversation when pressing a keyboard key when standing next to a npc.
Hey. This is part of Dialogue Data & Interaction (1:55:58) and Typewriter Textbox (2:03:40). The first one covers how to detect NPCs, and the second one covers pressing space to open a textbox.
why when I press run, my game directs me to opera and does not load the game in game maker?
Change the target to Test or Windows from the menu in the top-right corner of GM.
@@gurpreetsingh793 thank you very much, very useful
@@gurpreetsingh793 I can't play my pixel games, also the game opens in the browser, but it still let's us play. can you explain?
I have a problem from the point where I set Enable viewpoints to true and then start the game everything in the game has a very low resolution.
Does anyone know why this is?
PLEASE HELP
MY OPLAYER IS DOES NOT MOVE
Maybe it would be usefull enough to do some grid platformer like POP or Blackthorne.
TOP VIDEO!
is this code still good with current gm? i am starting to get back into code and its been over 2 years....
Hey mate, can confirm. Am using it now and its worked seamlessly so far.
waiting for part 2😥
Good luck
The Fade Transition Isnt Working.Idk Its Persistent and Visible.but Diseapers After A Room Changes
Edit NeverMind
я не стадо, а потому не побоюсь сказать автору, что его гайд полная туфта
First
28:42
You’re making good progress
@@gurpreetsingh793 Thanks