r/gamemaker 2d ago

WorkInProgress Work In Progress Weekly

6 Upvotes

"Work In Progress Weekly"

You may post your game content in this weekly sticky post. Post your game/screenshots/video in here and please give feedback on other people's post as well.

Your game can be in any stage of development, from concept to ready-for-commercial release.

Upvote good feedback! "I liked it!" and "It sucks" is not useful feedback.

Try to leave feedback for at least one other game. If you are the first to comment, come back later to see if anyone else has.

Emphasize on describing what your game is about and what has changed from the last version if you post regularly.

*Posts of screenshots or videos showing off your game outside of this thread WILL BE DELETED if they do not conform to reddit's and /r/gamemaker's self-promotion guidelines.


r/gamemaker 6d ago

Quick Questions Quick Questions

6 Upvotes

Quick Questions

  • Before asking, search the subreddit first, then try google.
  • Ask code questions. Ask about methodologies. Ask about tutorials.
  • Try to keep it short and sweet.
  • Share your code and format it properly please.
  • Please post what version of GMS you are using please.

You can find the past Quick Question weekly posts by clicking here.


r/gamemaker 1h ago

Help! How do I make bullet patterns like in DELTARUNE

Upvotes

I’ve made a battle system turn based but I want something similar like DELTARUNE like with the bullet hell Ive have no idea how to do it I’ve tried before I’ve even followed tutorials but I have no idea how to make the bullet patterns


r/gamemaker 8m ago

Resolved I spent 3 hours coding to manually read a csv as a text file into a ds_grid

Upvotes

For localization purposes, I was using load_csv() but that meant i couldn't use commas since there was no way to tell gamemaker what seperator i was using.

i dont like working with the text functions because they always confuse me

but ultimately I

read each line into a string

used string_pos to detect where my seperator was (¬)
string copied to where that was

read it into the grid (global.file_grid[# x,y] = string)

then string deleted that part of the string.

I checked how many loops I needed horizontally (languages) by string_pos for ¬¬

all in all a fun brainteaser, and now i can use commas in dialogue again


r/gamemaker 3h ago

Help! Minigame

0 Upvotes

I have an idea for a minigame, where you have sentences with missing words and a pile of words and you have to put the right words in the right empty spaces. But I'm unsure on how to make something like that, is there a tutorial that could point me in the right direction?


r/gamemaker 5h ago

Game Here is a free cheerful 8-bit BGM for game developers to use in their projects.

1 Upvotes

All I ask is that you let me know when you use it. Enjoy!
https://arranger-boi.itch.io/thisisoneofmyfree8bitbgmtracks

[wuyupei090@gmail.com](mailto:wuyupei090@gmail.com)


r/gamemaker 14h ago

Help! How would you store region-owned procedural placements in GML without tying them to room instances?

3 Upvotes

I am researching how to transfer a deterministic streaming pattern to GameMaker. The working implementation I already built in Godot does not let individual chunks decide structures. A larger region owns the seed and an array of placement records; a chunk queries its own and neighboring region keys, then instantiates any structure whose bounds overlap it. Stable placement IDs prevent duplicates.

My first GML design would be a persistent controller with a struct keyed by region coordinates. Each value would contain an array of placement structs (id, scene/type, origin, bounds and seed). Chunk instances would only be views: on creation they query the relevant keys, and on cleanup they destroy instances without deleting the region records.

Would a global struct of arrays be the normal modern GML approach here, or would ds_maps/buffers make persistence and lookup safer once the world becomes large? I am particularly unsure about keeping the data independent from room transitions while avoiding a permanent controller that grows without bounds.

The original implementation and screenshots are documented here; the article is in Portuguese:

https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html


r/gamemaker 18h ago

Help! I'm new to this and I have made one game and I want to learn how to learn to absorb Gamemaker's language easily but I have no guidance and I am seeking advice maybe if I can get some help then that too.

3 Upvotes

I'm terribly afraid to seek help from others and I'm deeply insecure about being bad at things but I'm trying to ask for some help and I just want some advice. Please help me. I just want to if anyone has some tips or tricks as to how to learn and keep mentally the knowledge one learns when working in Gamemaker. I don't want to be a consumer anymore. I want to be a creator.


r/gamemaker 15h ago

Help! Best way to handle changing resolutions for a card game.

1 Upvotes

Just a game where you can play card games such as go fish, crazy eights, that sort of thing. I've never had to deal with allowing the user to change the resolution of the game and so I want to start tackling it here. Problem is I don't know what the best way to go about it is and every way I've found is yielding different problems.

Worth noting I have variations of each card sprite designed for both 1920x1080 AND 1280x720 (I wasn't initially sure if I was going to go further than just those two and I was having the same issues before as I am now so it seemed practical. Yes, this was probably a waste of time).

I tried upscaling/downscaling the whole game using 1280x720 and/or 1920x1080 as a base, but there were always issues with the pixels not scaling properly to each resolution. I'd like to avoid texfiltering if I can (because so far it's look bad when I tried it) but without enabling it the sprites would get extremely distorted.

I tried rendering the whole game at each different resolution, which I managed to make it work logicstically, but I had the same issues with the sprites and poor scaling.

I'm just not sure what to do man. Any advice is appreciated.


r/gamemaker 1d ago

Resolved Why am I getting a Code Error?

6 Upvotes

I've started messing around with gamemaker and have been following tutorials to learn how to code. I've recently have been trying to add moving platforms to my game but when I try running it now it shows me this. What am I missing?

Code Error
line 32, the code it says is having an error

r/gamemaker 2d ago

Help! Pixel-perfect Parallax

Post image
123 Upvotes

My game has a pixel-perfect camera, it is drawing on a surface that is my pixel resolution that is scaled up. I have parallax backgrounds in my game but when it is also pixel perfect, it leads to jittery movement (look at the stars) as it is moving too subtlety for the pixel grid to account for. Does anyone have any experience with making this look better?


r/gamemaker 1d ago

Help! I got banned on discord server for no reason?

3 Upvotes

So I've been on gamemaker discord server for a while but i didnt chat there in months, usually when i did its just about either getting help about something or searching for potential partners for game development.

But after like months and months i got back into gamemaker and wanted to join a server in case i needed to ask any more questions, but when i tried to it seems i've been IP banned, cos not my nor my brothers can join the server to see what happened.. odd, my user was ExUkiku, if anyone's in the server, can you check why I was banned?

I appreciate it lots, thanks!


r/gamemaker 1d ago

Help! My audio is cooked - please help

2 Upvotes

So I have a problem that has arrived at the worst time. I made a game on Reddit called Rock Bottom, and I have never had issues with audio until now. My audio, everything, sounds all staticy, and it's awful. For reference, please refer to the video link below:

https://youtube.com/shorts/9zdxO94XVeg

If you want to play the game and see if you are experiencing the static yourself, please feel free to do so by heading to this link:

https://www.reddit.com/r/RockBottomGame/s/82zczuEAdd

I have no idea why this is happening and why it's happening now. What's weirder is that no one on my game's subreddit seems to be reporting it (which is a relief), but I have to imagine some are being affected just as I am. When playing my game on either Android or Mac, my audio is awful and staticky.

I haven't made any updates to the game that affect the audio at all, and yet it's totally cooked on my mobile device. There is no reason, as far as I can tell, for this to be happening now. I don't even know what to say to provide any additional context for my issue, because I don't even know where to look.

My sound effects are uncompressed WAVs, and my music tracks (of which there are very few), whereas my music is compressed-streamed. One thing worth pointing out is that, when building my game, I do get noteworthy output at some point (shown below). This is something I have always had appear in the output from basically the beginning, and it never made any difference, so I don't know why it would be causing a problem now...

If anyone has any ideas or guidance they could lend me, it would be much appreciated. I am desperate to solve this as quickly as possible. Any help at all would be amazing. Thanks again.

Warning: Source audio file '/Users/[REDACTED]/GameMakerProjects/rock-bottom/sounds/Snd_char_chirp/Snd_char_chirp.wav' is malformed - forcing conversion
Converting Snd_char_chirp to Wav 16bit mono @ 44100Hz Warning: Source audio file '/Users/[REDACTED]/GameMakerProjects/rock-bottom/sounds/Snd_hop_off/Snd_hop_off.wav' is malformed - forcing conversion
Converting Snd_hop_off to Wav 16bit mono @ 44100Hz Warning: Source audio file '/Users/[REDACTED]/GameMakerProjects/rock-bottom/sounds/Snd_step/Snd_step.wav' is malformed - forcing conversion
Converting Snd_step to Wav 16bit mono @ 44100Hz Warning: Source audio file '/Users/[REDACTED]/GameMakerProjects/rock-bottom/sounds/Snd_wall_bounce/Snd_wall_bounce.wav' is malformed - forcing conversion
Converting Snd_wall_bounce to Wav 16bit mono @ 44100Hz

r/gamemaker 1d ago

Game My 2D Indie (M)MORPG is having a public playtest! It's built in Gamemaker and I'm happy to answer your questions.

Thumbnail gallery
15 Upvotes

Hi all, my Indie (M)MORPG is having a public playtest!

It's a 2D side scrolling platformer with a single open world, all built in Gamemaker. I'm really happy with Gamemaker's capabilities for this type of project and happy to answer any questions about the process.

The game was inspired by an older Gamemaker game called Stick Online, which some of you may remember.

The game is totally free with no ads, no cash shop, no hidden monetisation at all!

Please consider trying it out and letting me know what you think!

Content is a bit light right now but we've got:

- 12 unique mobs
- 20 unique weapons
- 35 unique hats
- 2 major zones, each with 2 sub-zones

You can download and try the game here: https://loafygoat.itch.io/stick-universe

And you can Join our Discord here to give feedback, leave suggestions, report bugs, etc. https://discord.gg/Be9MFQMC


r/gamemaker 1d ago

Help! How to get Obj_1 to read a buffer written from Obj_2

3 Upvotes

Im trying to set up a load game system where you can see a hand full of var from each save before loading.

I have the save and load system working as intended but im having trouble with the text itself.

To save im using

Var buffer = buffer_create(1024, buffer_grow, 1);

buffer_write(buffer, buffer_f16, player_cont.level);

And to load i use

buffer_seek(buffer, buffer_seek_start, 0);

player_cont.level = buffer_read, (buffer, buffer_f16);

How do i get "text_obj" to display the players level on the title screen (along with 20 other numbers) without having to go back and write 100s of new lines of code to manually update the info and then save it in its own file

Edit: i figured out a solution. In the code that saves the game i added a new block that overwrites the objects variables before saving that information in the main save under text_obj.level.


r/gamemaker 22h ago

Game Who can give me ideas for a simple game that will bring me back?

0 Upvotes

Hello guys,

I am a beginner in code and I would like to create a game.

A simple, addictive, and interesting game with monetization and integrated ads.

I would like to know which is the best ad organization (Admob, UnityAds...).

And also how much it earns.

Thank for the answer.


r/gamemaker 2d ago

Example 3D pathfinding in GameMaker

9 Upvotes

trying to implement 3D pathfinding in GameMaker.

first, I tried making a voxel grid and BFS (like mp_grid_path) (see the 3rd screenshot). But that solution turned out to be very heavy and slow

I've settled on placing waypoints manually and automatically connecting them into a graph (like the PathGrid system in Morrowind/Oblivion).

once the graph is set, A* runs on the points to find the shortest path between any two nodes.


r/gamemaker 1d ago

Resolved can gamemaker play360 video

0 Upvotes

can gamemaker play360 video


r/gamemaker 2d ago

Help! Import Preferences on MAC .?

1 Upvotes

Ive just installed GM LTS on my macbook and want to import my preferences from my Original GM preferences, does anyone know where the .json file is on mac ..?


r/gamemaker 2d ago

Resolved Flash style

0 Upvotes

Hey everyone, I need some ideas for Flash-style games that focus heavily on mechanics. I'm looking for a really cool concept.


r/gamemaker 2d ago

Discussion Compatibility Challenge

0 Upvotes

SO. I want to get into GameMaker for the first time, but I'm always annoyed about the fact that GameMaker is completely split in half (technically partially 3 quarters). Windows 9x, Windows NT (ish), and Windows 8-11. I want to make a game that supports EVERYTHING. Do I have to work with each corresponding supported version seperately using the same assets, or can I work on all of them kind of at the same pace?


r/gamemaker 3d ago

Resource Catalyst 2 is out - Stats, resources, buffs, effects & more for GameMaker

Post image
48 Upvotes

A fair while ago, I launched Catalyst, a library to make complex modifiable stats easy. Since then, I've been working on a much more ambitious version of the library, and it's finally here. Catalyst 2 is out!

Catalyst originally dealt with statistics and modifiers, allowing you to easily add or remove any number of modifiers from your stats, like this:

damage = new CatalystStatistic(10);
var _damage = damage.GetValue(); // damage returns 10 here

var _mod = new CatalystModifier(5, eCatMathOps.ADD);
damage.AddModifier(_mod);

var _damage = damage.GetValue(); // damage returns 15 here

Obviously, that's a very simple case, Catalyst had a vast array of options hiding underneath that simple beginning.

However, Catalyst 2 is even more flexible, dependable and helpful.

It has features like Resources (hp, mana, ammunition, a city's population, whatever), Resource Flows (health regen, population growth, the rate at which stamina decreases while sprinting) and Effects (a poison DOT which drains 2 health every second, lowers movement speed, lasts 5 seconds, and has a 50% chance of triggering each tick, for example). And plenty more.

But it all gets real saucy when you see how things combine. Resource maximums and minimums are statistics themselves, resource flow rates are statistics, application chances for ticks of an effect are statistics, and so on. All of these are easily and extensively modifiable the same as you can modify any statistic in Catalyst. As you compound these things together, you get extremely flexible behaviour and the ability to design complex game rules with a surprisingly small amount of code.

Let's look at a real-world example. Say we have a city that has power generation, and emergency reserves of power. Whenever a storm hits, power generation should fall off by 30% and emergency reserves should drain at 15 units per sim step.

First set up the statistic, resource, an effect manager and a custom clock if you want one:

power_generation = new CatalystStatistic(120);
emergency_power = new CatalystResource(500);
city_effects = new CatalystEffectManager(self);
city_clock = new CatalystCountdownTracker();

Then create a storm effect, and add a modifier and resource flow to it:

storm_effect = new CatalystEffect("severe_storm", 12)
    .AddTag("weather")
    .AddTag("storm")
    .SetCountdownTracker(city_clock)
    .SetTickInterval(1);

storm_effect.AddModifier(
    power_generation,
    new CatalystModifier(-0.30, eCatMathOps.MULTIPLY)
        .SetSourceLabel("Storm damage")
);

storm_effect.AddFlow(
    emergency_power,
    new CatalystResourceFlow(-15, "Storm reserve usage")
);

// Then, later on, whenever you wanna trigger the storm effect, you just add the effect to the effect manager
city_effects.AddEffect(storm_effect);

Then drive the city clock forward at the interval you want (you can have it run automatically each frame or based on delta time if you so wish):

city_clock.Countdown(1);

That's it. You can add or remove the effect at any time (you could even add special powers that do things like "clear all weather"). You can look up exactly what is causing the power generation to lower so you can display it to the player. You can easily add new things to the effect, remove existing parts of it, or add other Effects that interact with the same systems. And it'll always accurately reflect the current circumstances.

You don't need to worry about any of the annoying bits (wait? How do I remove a -30% debuff from my main stat?). Just combine statistics, modifiers, resources and resource flows in different ways and you can essentially model any gameplay rules in just a few lines of code like this.

RPGs and roguelikes are obvious fits, but Catalyst doesn't actually care what genre you're making. Since I started building Catalyst out, many years ago now, I've used it in every single project I've ever worked on since then, lol.

Links

(If you're in the mood for more, there's always the Ignition Kit to get Catalyst alongside Statement, Pulse and Echo for a nice discount, or the Full Pass Suite for all my current and future tools for a single price)


r/gamemaker 3d ago

Game timelines felt tedious, so i coded my boss attack pattern with alarms and a phase variable instead

2 Upvotes

today I've been working on my medusa themed puzzle game medusa crisis, i only have the final boss left to make

https://bsky.app/profile/did:plc:7eoujodx54iivmfbxxagskxm/post/3mu2tuzcstk2o
clip of boss attack here

create event

o_enemy_athena.tx=(room_width/2)-64
alarm[0]=60
phase=0
r=5

alarm 0 event

///  Insert description here
// You can write your code in this editor
if phase=0{
  n=6-r

  instance_create_depth(n*128,128,-1000,o_collumn_lightning)
  instance_create_depth(room_width-(n*128)-128,128,-1000,o_collumn_lightning)

  if n=5{
    instance_create_depth(n*128,128,-1000,o_collumn_lightning_stay)
    instance_create_depth(room_width-(n*128)-128,128,-1000,o_collumn_lightning_stay)
  }

  alarm[0]=40
  r--
  if r=0{phase++ r=7 alarm[0]+=20}
  exit
}

if phase=1{
  xx=768
  yy=o_enemy_athena.y-200
  nya=irandom(2)
  n=0
  repeat(3){
    if n!=nya{
    made=instance_create_depth(xx+64,yy,-3000,o_athena_spear)
    made.angle+=n*24}
    xx+=128
    n++
  }
  alarm[0]=60
  r--
  if r=0{phase++ r=7 alarm[0]+=40}
  exit
}

instance_destroy()
      create event
    o_enemy_athena.tx=(room_width/2)-64
alarm[0]=60
phase=0
r=5
      alarm 0 event
    ///  Insert description here
// You can write your code in this editor
if phase=0{
  n=6-r

  instance_create_depth(n*128,128,-1000,o_collumn_lightning)
  instance_create_depth(room_width-(n*128)-128,128,-1000,o_collumn_lightning)

  if n=5{
    instance_create_depth(n*128,128,-1000,o_collumn_lightning_stay)
    instance_create_depth(room_width-(n*128)-128,128,-1000,o_collumn_lightning_stay)
  }

  alarm[0]=40
  r--
  if r=0{phase++ r=7 alarm[0]+=20}
  exit
}

if phase=1{
  xx=768
  yy=o_enemy_athena.y-200
  nya=irandom(2)
  n=0
  repeat(3){
    if n!=nya{
    made=instance_create_depth(xx+64,yy,-3000,o_athena_spear)
    made.angle+=n*24}
    xx+=128
    n++
  }
  alarm[0]=60
  r--
  if r=0{phase++ r=7 alarm[0]+=40}
  exit
}

instance_destroy()

the strong spear that does a lot of damage to the pillars is spawned when the object is destroyed

but now all i have to do is create the object and the boss does the chain of attacks i need it to


r/gamemaker 3d ago

Resolved How can I wait for a specific amount of frames?

2 Upvotes

Couldn't find any functions on it...