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Za_Destroyer
November 1st, 2012, 03:37 PM
Okay. So I wanted to make a game. I thought GameMaker would be a good tool sooo...
1) Where do I get GameMaker?

2) Are there any tutorials around here that could teach a n00b like me?

and 3) Can you give me any other tips or information?

Thanks in advance to you all,
-Za_Destroyer

DaSpirit
November 1st, 2012, 05:00 PM
You get GameMaker here: http://www.yoyogames.com

The program is costly, but the free version would be fine if you're only a beginner.

There are tutorials embedded into the program, and they have their own forums where you can ask for help (not sure if I'm allowed to link to other forums)

The only tip I have is to not make a Pokemon game as your first GameMaker game. You'd only be setting yourself up for failure. Making an RPG is probably one of the toughest things you can do in GameMaker, as it is meant to be a general game making software, unlike RPG Maker which caters to RPGs.

And yes, you can be successful with GameMaker. The most recent success story I've seen with GameMaker is with Hotline Miami (http://en.wikipedia.org/wiki/Hotline_Miami).

hubbardh
November 2nd, 2012, 01:33 PM
Like DaSpirit said i wouldn't use Game Maker, RPG Maker would be a lot better. There are many scripts around the internet to help make a Pokemon game with RPG Maker XP, but if you're on budget I'd suggest getting RPG Maker 2003(Which is Free), I think they have scripts for Pokemon Games in 2003 too, (At least I've played a game made in it). There is one catch though, you have to edit the scripts for RPG Maker to make a Pokemon game, One thing that I would really recommend is to learn Java. Java is easy to learn (Took me about two weeks), If you're in a hurry and you want to learn Java just do what I did, try to code and every time you are trying to code something you don't know just google it or look it up in StackOverflow, It'll take some time but after about one or two weeks you'll get the hang of Java and be able to code without dependence on google or StackOverflow

Za_Destroyer
November 3rd, 2012, 06:02 PM
Like DaSpirit said i wouldn't use Game Maker, RPG Maker would be a lot better. There are many scripts around the internet to help make a Pokemon game with RPG Maker XP, but if you're on budget I'd suggest getting RPG Maker 2003(Which is Free), I think they have scripts for Pokemon Games in 2003 too, (At least I've played a game made in it). There is one catch though, you have to edit the scripts for RPG Maker to make a Pokemon game, One thing that I would really recommend is to learn Java. Java is easy to learn (Took me about two weeks), If you're in a hurry and you want to learn Java just do what I did, try to code and every time you are trying to code something you don't know just google it or look it up in StackOverflow, It'll take some time but after about one or two weeks you'll get the hang of Java and be able to code without dependence on google or StackOverflow

I would get RPGXP, but I guess Macs aren't compatible with it. That's why I need to use RPGXP.

hubbardh
November 4th, 2012, 09:43 AM
Well then I would suggest Java, it's easy to learn and unlike Game Maker's GML it's a lot more flexible and there's more documentation on it so it will be easier to learn

DaSpirit
November 4th, 2012, 10:37 AM
I would get RPGXP, but I guess Macs aren't compatible with it. That's why I need to use RPGXP.

GameMaker does not work with Macs either (although it can create Mac games).

Umbreon
November 4th, 2012, 10:48 AM
GameMaker does not work with Macs either (although it can create Mac games).

You know that is pretty much sad.

Edit:
Wait, sorry it can work for mac.

http://www.yoyogames.com/gamemaker/mac

DaSpirit
November 4th, 2012, 12:34 PM
That's the old GameMaker. The newer version of GameMaker (GameMaker Studio) is incompatible. Even if you copy and paste all of the code over, it still won't work.

Umbreon
November 4th, 2012, 12:35 PM
That's the old GameMaker. The newer version of GameMaker (GameMaker Studio) is incompatible. Even if you copy and paste all of the code over, it still won't work.

Ahh, well I don't own a mac so it doesn't matter to me.

Za_Destroyer
November 4th, 2012, 02:26 PM
It matters for me! ;_; I wanna make games!

But, I have a plan B.5. Have any of you kind individuals ever heard of Blender 2.5? 8D

DaSpirit
November 4th, 2012, 04:15 PM
Yes, although I do not know any commercial games made in Blender.

Well you could always run WINE or Parallels or even dual boot your Mac with Windows.

Za_Destroyer
November 5th, 2012, 03:35 PM
Yes, although I do not know any commercial games made in Blender.

Well you could always run WINE or Parallels or even dual boot your Mac with Windows.

Uh... I have no idea what any of that is. It must be really hardcore programming if I haven't heard of it.

And, going back to hansiec's link, would it be possible to make a game using that link?

Nintendork15
November 5th, 2012, 04:10 PM
If your planning a mainstream pokemon game in game maker, good luck.
It would take alot of coding, which requires the costly full version.

But alot of other games aren't as hard. If you know what to do.
Though with the free version the best you can do is make something via the ''Click and Drag'' options. As for whether this ''MAc Link'' works, as long as it downloads and you can access something similar too:
http://i.snag.gy/Ynkoh.jpg
that's pretty much the main windows you'll need for a basic game.
Then it should run fine.

Za_Destroyer
November 5th, 2012, 04:19 PM
If your planning a mainstream pokemon game in game maker, good luck.
It would take alot of coding, which requires the costly full version.

But alot of other games aren't as hard. If you know what to do.
Though with the free version the best you can do is make something via the ''Click and Drag'' options. As for whether this ''MAc Link'' works, as long as it downloads and you can access something similar too:
http://i.snag.gy/Ynkoh.jpg
that's pretty much the main windows you'll need for a basic game.
Then it should run fine.

Thank you all for your support! XD I think I've come up with a basic idea for a game! Now all I need are some coders, some good spriters, some music composers, some...

Oh geez. I think I might need a lot of people to help me with this game I'm thinking of. Maybe I could make a programming team of some sort...

Nintendork15
November 5th, 2012, 04:35 PM
Thank you all for your support! XD I think I've come up with a basic idea for a game! Now all I need are some coders, some good spriters, some music composers, some...

Oh geez. I think I might need a lot of people to help me with this game I'm thinking of. Maybe I could make a programming team of some sort...

Message me anytime for some help.
I can try sprite. I'm a somewhat decent one.

DaSpirit
November 5th, 2012, 04:58 PM
If your planning a mainstream pokemon game in game maker, good luck.
It would take alot of coding, which requires the costly full version.
GameMaker 8? Wow, that's a 3 year old version. You don't only drag and drop. That's optional. You can create a game using only scripts (which is what I am doing, with Pokemon RisingEmerald and Pokemon Cinder and Foam).

GameMaker Studio 1.1 (the current version) has a free version. You can even create a 3D game with it. The only thing with it is that it limits the number of resources (you can only have about 15 scripts, and about 20 sprites).

I'll be releasing a Kit for GameMaker in the summer. What makes it ideal is that it exceeds in rapid development and can create PC, Mac, Android, iOS, Windows 8, Windows 8 Phone and even HTML5 games.

But again, the actual program only works on Windows and they are not prioritizing making the program work for the Mac. What happened when they first started making the Mac version was that their Mac programmer quit half way in development. That's why the program is so half-arsed right now and why they are not working on the Mac version anymore.
And, going back to hansiec's link, would it be possible to make a game using that link?
GameMaker for Mac is not supported by YoYoGames anymore. Either way, it gives you a trial (I think for 48 hours) so it would not be worth it.

Za_Destroyer
November 5th, 2012, 05:02 PM
GameMaker 8? Wow, that's a 3 year old version. You don't only drag and drop. That's optional. You can create a game using only scripts (which is what I am doing, with Pokemon RisingEmerald and Pokemon Cinder and Foam).

GameMaker Studio 1.1 (the current version) has a free version. You can even create a 3D game with it. The only thing with it is that it limits the number of resources (you can only have about 15 scripts, and about 20 sprites).

I'll be releasing a Kit for GameMaker in the summer. What makes it ideal is that it exceeds in rapid development and can create PC, Mac, Android, iOS, Windows 8, Windows 8 Phone and even HTML5 games.

But again, the actual program only works on Windows and they are not prioritizing making the program work for the Mac. What happened when they first started making the Mac version was that their Mac programmer quit half way in development. That's why the program is so half-arsed right now and why they are not working on the Mac version anymore.

GameMaker for Mac is not supported by YoYoGames anymore. Either way, it gives you a trial (I think for 48 hours) so it would not be worth it.

So, does that mean I can't get Gamemaker? The last time I got RPGXP, I ended up with a dumb "Setup.exe" document.

Nintendork15
November 5th, 2012, 05:04 PM
GameMaker 8? Wow, that's a 3 year old version. You don't only drag and drop. That's optional. You can create a game using only scripts (which is what I am doing, with Pokemon RisingEmerald and Pokemon Cinder and Foam).

GameMaker Studio 1.1 (the current version) has a free version. You can even create a 3D game with it. The only thing with it is that it limits the number of resources (you can only have about 15 scripts, and about 20 sprites).

I'll be releasing a Kit for GameMaker in the summer. What makes it ideal is that it exceeds in rapid development and can create PC, Mac, Android, iOS, Windows 8, Windows 8 Phone and even HTML5 games.

But again, the actual program only works on Windows and they are not prioritizing making the program work for the Mac. What happened when they first started making the Mac version was that their Mac programmer quit half way in development. That's why the program is so half-arsed right now and why they are not working on the Mac version anymore.

GameMaker for Mac is not supported by YoYoGames anymore. Either way, it gives you a trial (I think for 48 hours) so it would not be worth it.

Like I have mentioned in another thread, I use Game Maker 8 because my college is teaching GML, and that's the free version they have.

Za_Destroyer
November 5th, 2012, 05:40 PM
Like I have mentioned in another thread, I use Game Maker 8 because my college is teaching GML, and that's the free version they have.

And its compatible with Mac?

DaSpirit
November 5th, 2012, 06:44 PM
No. The one that the Mac uses is version 7. Talk about super old.

Za_Destroyer
November 6th, 2012, 04:17 AM
No. The one that the Mac uses is version 7. Talk about super old.

Could I use GM V7 to make something as complex as Monokid?

DaSpirit
November 6th, 2012, 04:33 AM
Could I use GM V7 to make something as complex as Monokid?

Monokid is not complex at all. Platform games are the most common games made in GameMaker. You can make one easily. But if you want physics, then you need GameMaker Studio.

KingCharizard
November 6th, 2012, 05:21 AM
Thank you all for your support! XD I think I've come up with a basic idea for a game! Now all I need are some coders, some good spriters, some music composers, some...

So what are you gonna do?

To find a tool you want/need to use you need to ask yourself these question,

What do I plan to make?
Will it be pokemon? or your own game idea?
Will it be 2D or 3D
What features do i need?
Can I code at all? If not you will need to learn.
How devoted am I to see my idea become a reality?

Those are a few basic questions you should ask, there a whole world out there filled with tools to be able to see any game come to life you need to only find the right tool and have enough dedication to make it come to life. Here is a list of game engines Click here! (http://www.pokecommunity.com/showthread.php?t=273200).

Nintendork15
November 7th, 2012, 01:42 PM
Monokid is not complex at all. Platform games are the most common games made in GameMaker. You can make one easily. But if you want physics, then you need GameMaker Studio.

You can make physics in Game Maker 8, Me and I'mCatman have done it many times.

Umbreon
November 7th, 2012, 01:48 PM
You can make physics in Game Maker 8, Me and I'mCatman have done it many times.

I've done some simple Newton Physics before for a platformer using only GML (Only adding the gravity and obviously rotations but it did lag slightly) but regular old physics can be done in 5 minutes.

DaSpirit
November 7th, 2012, 02:16 PM
You can make physics in Game Maker 8, Me and I'mCatman have done it many times.
Yes, using an external .dll. Otherwise, like hansiec said, a pure GML implementation in such an old version lags. GameMaker Studio has built in physics and GML is also faster (since they switched from their Delphi runner to their C++ one). They also upgraded from DirectX 8 to DirectX 9 (people still use XP) and even rewrote their whole audio engine so all old graphic and sound glitches are gone and vastly improved especially in performance respectively.

Nintendork15
November 7th, 2012, 02:57 PM
The physics we made did not cause much lag, only the occasional slow down.
But it's bearable.

Umbreon
November 7th, 2012, 04:33 PM
Yeah, but newton physics include the velocity, inertia, rotation, ect. If you've seen Extreme Physics You'll know what I mean by newton physics (because that is newton physics right there) besides I am using Game Maker 8.0 Pro (I have not yet upgraded because I am saving for up for Game Maker Studio Master Version (second best version) )

DaSpirit
November 8th, 2012, 07:50 AM
The physics we made did not cause much lag, only the occasional slow down.
But it's bearable.
https://www.youtube.com/watch?v=YF_gaohyMW0
This, in old versions of GameMaker, would cause a lot of slowdowns if you do not use any .dll. Either way, if you're on Mac, they don't support .dlls and I don't know if there are any .dylibs you could use yet (probably not, because Studio already supports physics, so why would anyone bother?).

Fraot
November 9th, 2012, 01:47 PM
Game Maker is actually quite hard to handle. Sorry to turn you off, but you should install RPG Maker XP or VX or VX Ace and install Windows in your Mac (I'm asking too much). Game Maker is gonna be HARD if you're a "noob", as you said.

I'm making a game myself in Game Maker (a Megaman X one, btw) and it was a hell to learn how to program correctly, luckly, after years of practice, I dare to say I'm pretty good at it.

An RPG game would require A LOT of variables and complex stuff since it's not just about jumping n' shooting (which is a big part of Game Maker's strength: platform games).

I myself have a Mac and Windows installed on BootCamp and am programming this game of mine in Windows.
Currently I'm getting into Stencyl (http://www.stencyl.com/), which is kind of a Flash AS3 framework for noobs in Flash (like me), you can try it.

DaSpirit
November 9th, 2012, 02:47 PM
An RPG game would require A LOT of variables and complex stuff since it's not just about jumping n' shooting (which is a big part of Game Maker's strength: platform games).

It would not take a lot of variables if you do it correctly. I think I can make my Pokemon game for GameMaker use less than Essentials uses. Furthermore, it's easier if you split it up into segments.

But code can become as complicated as in other languages. For example, the precious one line script I wrote today:
return (argument0 & ~(255 << (argument1 << 3))) ^ (argument2 << (argument1 << 3));
I'll give a cookie to anyone who knows what it does. HINT: It modifies an unsigned double.

But you are correct, it is difficult to handle. If you don't know how computers work, it's going to be twice as hard. It's one thing to make a game. It's another to make one correctly. I imagine it would take a person at least 2 years before they can make a Pokemon game if they start today in GameMaker.

KingCharizard
November 9th, 2012, 03:37 PM
return (argument0 & ~(255 << (argument1 << 3))) ^ (argument2 << (argument1 << 3));

I dont know what argurment0,1,2 are so i cannot tell you the result but these are bitwise operators I'll break down the parts,
^ = XOR
~ = Not
<< = Shift Left
>> = Shift Right
& = And

Why did you write this code, I'm not certain what your trying to achieve but your shifting values and returning the result, im guessing to get a decimal number(Float or Double)...

It would not take a lot of variables if you do it correctly. I think I can make my Pokemon game for GameMaker use less than Essentials uses. Furthermore, it's easier if you split it up into segments.

But code can become as complicated as in other languages. For example, the precious one line script I wrote today:

Your talking OOP I assume, less variables isn't always better. I use variables alot, but I also throw in some literal numbers in my math.

Umbreon
November 9th, 2012, 04:39 PM
@daSpirit

argument0 = how much to add
argument1 = power of 256 (2 = 256*256) THIS IS A WHOLE NUMBER!
argument3 = multiply 256*256 (argument1 times)


example:

0,1,1 will pass as 256
0,2,1 will pass as 65536
1,2,1 will pass as 65537

what it's actual purpose is I don't know.

DaSpirit
November 9th, 2012, 06:05 PM
lol I love how you guys tried to figure it out.

It modifies a byte in a given variable. I did this because GameMaker uses doubles by default and you cannot declare any other variable types (the creators thought it would make the language easier, Python does the same but guess which variable type you want instead of automatically giving you a double).

Argument0 was the original variable, argument1 was the byte number you want to change and argument2 was the byte you want to insert. This way, I could partition my double instead of wasting 7 bytes for a single character. Likewise, I have a script that modifies the bits themselves so I don't waste 63 bits for a boolean (yup, GameMaker makes those doubles too >.<).

I want to get the most out of my variables. Moreover, it will be easier for me to add decryption and it will be faster because it is done in less CPU cycles (because I'll be using a lot less variables). Obviously, it would only be used for variables that are not frequently accessed. I am adding online play so decryption is helpful.

KingCharizard
November 9th, 2012, 06:28 PM
Argument0 was the original variable, argument1 was the byte number you want to change and argument2 was the byte you want to insert. This way, I could partition my double instead of wasting 7 bytes for a single character. Likewise, I have a script that modifies the bits themselves so I don't waste 63 bits for a boolean (yup, GameMaker makes those doubles too >.<).

I see, I was close. Thats a very bad way of handling variables on GM's part..

DaSpirit
November 9th, 2012, 06:49 PM
I agree. I posted a bunch of suggestions to the GameMaker forums for better GML but people just told me to just use C++. GameMaker will never beat anything for rapid development to me though. :p

The development team of GameMaker does not want to add many new features in terms of the IDE and GML though. They're too focused on improving current features (although I can't wait for them to add shaders to the 3D so I can finally add some nice lighting and for them to finally fix the old deprecated online engine they were using).

I once tried to build a GameMaker game in C++ (by building a .dll). Unfortunately, the calls to the library was slower than the calls that I can make within the GameMaker so it was a waste of my time.

KingCharizard
November 9th, 2012, 06:56 PM
I agree. I posted a bunch of suggestions to the GameMaker forums for better GML but people just told me to just use C++. GameMaker will never beat anything for rapid development to me though. :p

The development team of GameMaker does not want to add many new features in terms of the IDE and GML though. They're too focused on improving current features (although I can't wait for them to add shaders to the 3D so I can finally add some nice lighting and for them to finally fix the old deprecated online engine they were using).

I once tried to build a GameMaker game in C++ (by building a .dll). Unfortunately, the calls to the library was slower than the calls that I can make within the GameMaker so it was a waste of my time.

Have you ever gave unity a shot? For rapid prototyping its a very good solution. I can make a solid working prototype in a few hours-days

DaSpirit
November 9th, 2012, 07:39 PM
Nope. Unity Pro is too expensive for my taste. Even with the free version, if I wanted to create a commercial product, I would rather make it in C++ for the sake of the learning process (and I would rather have an engine that I can use in future works although I would still use FMOD and possibly RakNet which I would still need to pay for).

The only reason I am still using GameMaker is because a person asked me to partake in developing a Pokemon game in it. It's not a bad program though, especially for beginners. I remember being a child and using GameMaker 6.1. It's an ideal choice to get you started into programming. It was because of GameMaker that I decided I loved programming and I learned other languages. If it wasn't for GameMaker, I would not be as intelligent (the current knowledge, not true intelligence, I don't believe in pure intelligence). Programming requires lots of hard work, dedication and patience. It builds you as a person. Especially through joining a team and taking on a leader role. I used to be carefree, now I am serious about everything and it really shows in my school work. I will be proud when I release a Pokemon Kit for GameMaker so I can get others started on programming. It doesn't use some Ruby garbage or any event systems. Everything is built through classic OOP like structure and is neatly separated with resources and objects are neatly separated into initialization, game logic and graphics like any conventional engine would be like. It gives people a quick and easy direction for concepts of game development. I would never have been able to start game development in a programing language like C# or C++. There are all these walls you have to learn first and they were easily broken down by GameMaker to master these languages quickly and jump right into development with them.

Anglican
November 9th, 2012, 07:51 PM
For me, GameMaker never really appealed to me. As a 10/11 year old, I could see that it would be difficult to make the game I wanted in it, so I searched some more. RMXP broke down some of those walls for me. But every step of the way, especially when I got into Minecraft modding, I knew that Java was my final goal, the path I would take to finish the race of my game. And it works. My professional advice would be starting off with Pokemon Essentials and get the trial version of RMXP to see if it's worth the money for you. If not, try GameMaker again or something else. But starting at GameMaker could be a bit difficult as I haven't actually seen a kit for GM on these forums. Maybe I wasn't looking hard enough, or maybe it doesn't really exist yet. But RMXP could be your way to go for a Pokemon fan-game

KingCharizard
November 10th, 2012, 06:24 AM
I used game maker like 7.0 or something like that i got the disc somewhere.

I would never have been able to start game development in a programing language like C# or C++. There are all these walls you have to learn first and they were easily broken down by GameMaker to master these languages quickly and jump right into development with them.


This is true, but its not impossible, you need to learn a few basics of the WinAPI and Direct X and/or Open GL. This is all assuming ur going to program for windows. The WinAPI isn't hard here is code to write a basic windows pop up box.

WinMain(HINSTANCE hPrevInstance, HINSTANCE hInstance, LPSTR lpCmdLine, int nShowCmd){
MessageBoxA(NULL, "This is a pop up Box", "PopUp Box", MB_ICONEXCLAMATION | MB_OK);
}

I've learned what i needed to of the WinAPI now im in the process of using DirectX its not easy but if you want a career as a game programmer then i'd recommend learning how to build a game from the ground up.

Za_Destroyer
November 10th, 2012, 01:44 PM
Okay, then. I've.decided that I'll get RPGXP. I.just need to know how to dual boot my Mac with Windows.

Fraot
November 10th, 2012, 04:37 PM
Okay, then. I've.decided that I'll get RPGXP. I.just need to know how to dual boot my Mac with Windows.

You can dual boot windows if you install Windows. You need a Windows DVD.

Mac comes with an application by default (if it's Leopard or Snow Leopard onwards) called BootCamp. When you insert a Windows DVD, you can launch that App and then you can find your way to create a FAT32-formatted windows partition which changes to NTFS when you install Windows.

Umbreon
November 24th, 2012, 01:35 PM
Oh my, I just noticed Lateral GM, it's made in Java, free and it can load/save any GM game (I think it works for Mac too) You should check it out.

DaSpirit
November 24th, 2012, 03:36 PM
LateralGM can not save in GM:Studio's format and even though you have an editor, you can not create the actual game.

There is ENIGMA though, which has the ability to convert GameMaker files into C++ code but ENIGMA is missing a lot of features.

Really, there is nothing you can do except use a Windows emulator if you want to work with GameMaker on a Mac.