Game Making
Create your own games online with
few clicks. For those of you who always wondered how do people
create those games where Bush is punching Kerry or Bush Dancing?
here are online resources which will let you create your own
games instantly.
All of these sites offer flash
based games creation.
Few of these sites
offer template based game creation and few offer a clean
slate for creating games were you can design/create/import
objects and create the game from the scratch and publish it.
-
Sims3.com
blocked
Choose a game you want to create, run through the wizard,
answer a few questions and BANG! you are done… simple and
easy.
-
Playmygame.com
Playmygame is yet another simple and easy to use interface
for creating games. Woks on the same template based
approach. Upload your picture, Adjust and start playing and
sharing the game.
-
http://www.sandboxgamemaker.com/ place where you
can download a program that lets you build a 3-D world.
(requires credit card)
- A build your own
classic arcade games engine at
http://www.pulado.com/
. No coding required. Lots of game creators make you build
the whole level. We don't make you do that. The fun is built
in and you're providing the graphics. (log in and then go to
the my account, create a game and help desk)
- Sploder.com
blocked
Spolder offers an option of creating two games and it offers
complete inventory of objects that can be used for creating
a game. The interface is very intuitive which makes creating
your own game a peace of cake.
- Pictogame.com
blocked
ads Pictogame offers a variety of games to choose from. Once
you decide which game you want to create all you have to do
is upload a picture of someone you want to see in the game.
Thats all you are done! Register with the site, save the
game and start sharing it with family and friends.
- Mygame.com
blocked
asd Mygame does not offer much in terms of customizing and
altering the game. You can create a game in two steps 1)
Upload a picture and 2) Adjust your picture … that is all it
takes. Start playing the game.
- Fyrebug.com
blocked
as Fyrebug is not any different, choose your game customize
the object, upload the picture and save the game.
- Gamebrix.net
blocked
This is the most advanced online game builder among the ones
I have listed. You can create a game from the scratch by
importing new objects, adding your own music, creating
logics and more.. It took me a while to understand how the
entire process works.Gamebrix has recently released its new
version of interface and games engine in closed beta. You
can register with Gamebrix and test their new interface.
- http://www.byond.com
blocked is
another excellent tool to create online games, especially
rpgs.
- http://onlinegamemanager.com
blocked you can also create your online computergame for free. These
games are totally different from the ones mentioned above.
- Microsoft Popfly
http://www.popfly.com. (work to sign in, but worth it)
Sign in with your Windows Live ID and it's free!
Project 2: Let's make a simple
computer game
using basic computer programming software
designed to make it easy for YOU!
Day 1
There, isn't that cool!

Day 2:Time to create your own maze game!
Task
Draw your own sprites
which are characters
Design your own rooms
- You have to draw
your own walls
- Make a starting page and a way to exit
the game
Day 3: Have everyone play your game
| |
25 points |
20 points |
15 points or less |
|
Number of rooms |
5 rooms |
4 rooms |
3 rooms or less |
|
objects |
Has an object you can control
and a barriers you can't pass through. All the objects are perfect. |
The object is controllable
problem with barriers. Some problems with objects. |
Can't control object no
barriers. |
|
Sprites |
No extra sprites and you have
drawn your own sprites. They are all original. |
Some of the sprites are
original. The rest are default from the program. |
The sprites are all default
from the program none are original. |
|
Game |
Has easy flow between rooms.
Main menu with button you click to start game. objects you have to
collect. |
Can go between rooms. No main
menu but game still will start automatically. No objects to collect.
|
The game doesn't run at all.
Nothing runs you get a zero... |
instructions need to be more simple
perhaps step 1, 2 etc
Back to

Back to

1
Your First Game
Written by Mark Overmars
Copyright © 2007 YoYo Games Ltd
Last changed: February 21, 2007
Uses: Game Maker7.0, Lite or Pro Edition, Simple Mode
Level: Beginner
Even though
Game Maker is very easy to
use, getting the hang of it might be a bit
difficult at first. This tutorial is meant for those that have
some difficulty getting started
with
Game
Maker. It will lead you step by
step through the process of making your first
game. Realize that this is the most difficult part. To make your
first game you have to
understand a number of the basic aspects of
Game Maker.
So please read this tutorial
carefully and try to understand all the steps. Once you finished
your first game the second
one is going to be a lot easier.
The Game Idea
It is important that we first write a brief description of the
game we are going to make.
Because this is going to be our first game we better design
something simple. It should
keep the player interested for just a short time. Our game is
going to be a little action
game that we will name
Catch the Clown.
(Always try to come up with a nice name for
your game.) Here is our description of the game:
Clearly, a game like this will have limited appeal. But we have
to start simple. Later we
can add some features to the game to make it more interesting.
A Design Document
The second step in creating a game is to write a more precise
design document. You are
recommended to always do this before making your game, even if
it is very simple. Here
is our design document for
Catch the Clown.
(I omitted the description that was already
given above.)
Catch the Clown
Catch the Clown
is a little action game. In this game a clown moves around in a playing
field. The goal of the player is to catch the clown by clicking
with the mouse on him. If
the player progresses through the game the clown starts moving
faster and it becomes
more difficult to catch him. For each catch the score is raised
and the goal is to get the
highest possible score. Expected playing time is just a few
minutes.
2
That should be good enough for the moment. We can now start
creating the game. So
start up
Game Maker and let's get going.
Note that this tutorial uses version 7.0 of
Game
Maker
. If you use
a different version, the images look a bit different. It also assumes the
program runs in simple mode. You can switch between simple and
advanced mode by
clicking on the menu item
Advanced Mode
in the
File
menu. In advanced mode there
are many more options in the different menus and forms but we
won’t need these for our
simple game.
The game we are going to create is already given in the folder
Example
that comes with
this tutorial. You can load it from there but you are
recommended to recreate it by
following the steps described below. In this way you will better
understand how a game
is being made in
Game Maker.
All the sprites, images, and sounds we will use are
provided in the folder
Resources.
Adding Sprites and Sounds
As the game design document describes we will need two images
for the two game
objects. Such images are called sprites in
Game Maker.
There is a lot to know about
sprites but for the moment, simple think of them as little
images. So we need to make or
find such images. For making the images you can use any drawing
program you like, for
Catch the Clown
design document
Game objects
There will be just two game objects: the clown and the wall. The
wall
object has a square
like image. The wall surrounding the playing area is made out of
these objects. The wall
object does nothing. It just sits there to stop the clown from
moving out of the area. The
clown
object has
the image of a clown face. It moves with a fixed speed. Whenever it hits
a wall object it bounces. When the player clicks on the clown
with the mouse the score is
raised with 10 points. The clown jumps to a random place and the
speed is increased with
a small amount.
Sounds
We will use two sounds in this game. A bounce sound that is used
when the clown hits a
wall, and a click sound that is used when the player manages to
click with the mouse on
the clown.
Controls
The only control the player has is the mouse. Clicking with the
left mouse button on the
clown will catch it.
Game flow
At the start of the game the score is set to 0. The room with
the moving clown is shown.
The game immediately begins. When the player presses the <Esc>
key the game ends.
Levels
There is just one level. The difficulty of the game increases
because the speed of the
clown increases after each successful catch.
3
example the paint program that is part of any
Windows
system. But
Game Maker
also has
a simple built-in drawing program for this purpose. Creating
nice-looking sprites is an art
that requires a lot of practice. But fortunately there are large
collections of images of all
sorts available for free.
Game Maker
contains a number of these and on our
YoYo Games
web site (
www.yoyogames.com)
you can find many more. Alternatively, search the web
and you are bound to find images in large quantities. For our
little game we use the
following two sprites, which can be found in the
Resources
folder that comes with this
tutorial.
The clown: The wall:
To add these sprites to the game we proceed as follows:
Creating the clown sprite resource for the game:
1. From the
Resources menu, choose
Create Sprite.
The Sprite Properties form
appears, like the one shown in Figure 1.
Figure 1. The empty Sprite Properties form.
2. Click on the
Name field where currently is
says sprite0.
This is the default
name for the sprite. Rename it to
spr_clown.
3. Click on the
Load Sprite button. This opens
the standard Windows file requester.
4. Navigate to the
Resources
folder that came with this tutorial and
selected the
image file
clown.bmp.
The Sprite Properties form should now look like Figure 2.
5. Press the
OK button to close the form.
4
Figure 2. The clown sprite.
Next we will add the wall object in the same way.
Creating the wall sprite:
1. From the
Resources menu, choose
Create Sprite.
Click on the Name
field and
rename it to
spr_wall.
2. Click on the
Load Sprite button and select
the image file
wall.bmp.
3. As the wall image coves the whole area it should not be
transparent. So click on
the checkmark next to
Transparent
to remove it.
4. Press the
OK button to close the form.
As you might have noticed, the clown and wall sprite have now
appeared in the list of
resources at the left of the
Game Maker
window. Here you will always find all the
sprites, sounds, objects, rooms, etc. that you have created in
your game. Together we call
them the
resources of the game. You can
select a resource by clicking on its name. Now
you can use the
Edit menu to change the
resource, duplicate it, or delete it. Right-clicking
on the resource name will show the same menu. This overview of
resources will become
crucial when you are creating more complicated games.
Now that we created the sprites we will create two sound
effects. One must play when the
clown hits a wall and the other must play when the clown is
successfully caught with the
mouse. We will use two wave files for this. Wave files are
excellent for short sound
effects. A number of these sound effects are part of the
installation of
Game Maker
and
many more can be found on the web.
Create two sound resources:
1. From the
Resources menu, choose
Create Sound.
The Sound Properties form
appears. Click on the
Name
field and rename it to
snd_bounce.
2. Click on the
Load Sound button, navigate to
the Resources
folder that came
with the tutorial, and select the sound file
bounce.wav.
The form should now
look as shown in Figure 3.
3. Press the
OK button to close the form.
5
Figure 3. The bounce sound resource.
4. Create another sound resource and name it
snd_click.
5. Click the
Load Sound button and select the
sound file click.wav.
6. Close the form.
Within the sound properties form you can use the play button,
with the green triangle
pointing to the right, to listen to the sound (it is constantly
repeated). Again, notice that
the two sounds are shown in the list of all resources
Objects and Actions
Having created the sprites and sounds does not mean that
anything is happening. Sprites
are only the images for game objects and we have not yet defined
any game objects.
Similar, sounds will only play if we tell them to be played. So
we need to create our two
game objects next.
But before we will do this you will have to understand the basic
way in which
Game
Maker
operates.
As we have indicated before, in a game we have a number of different
game objects
.
During the running of the game one or more
instances
of these game
objects will be present on the screen or, more general, in the
game world. Note that there
can be multiple instances of the same game object. So for
example, in out
Catch the
Clown
game there
will be a large number of instances of wall objects, which surround the
playing field. There will be just one instance of the clown
object.
Instances of game objects don’t do anything unless you tell them
how to act. You do this
by indicating how the instances of the object must react to
events
that happen. There are
many different events that can happen. The first important event
is when the instance is
created. This is the
Create Event.
Probably some action is required here. For example
we must tell the instance of the clown object that it should
start moving in a particular
direction. Another important event happens when two instances
collide with each other; a
so-called
Collision Event. For example,
when the instance of the clown collides with an
instance of the wall, the clown must react and change its
direction of motion. Again other
events happen when the player presses a key on the keyboard or
clicks with mouse on an
6
instance. For the clown we will use a
Mouse Event
to make it react to a press of the
mouse on it.
To indicate what must happen in the case of an event, you
specify
actions.
There are
many useful actions for you to choose from. For example, there
in an action that sets the
instance in motion in a particular direction, there is an action
to change the score, and
there is an action to play sounds. So defining a game object
consists of a few aspects: we
give the object a sprite as an image, we can set some
properties, and we can indicate to
which events instances of the object must react and what actions
they must perform.
Note the distinction between
objects
and
instances
of those objects. An object defines a
particular game object with its behavior (that is, reaction to
events). Of this object there
can be one or more instances in the game. These instances will
act according to the
defined behavior. Stated differently, an object is an abstract
thing. Like in normal life, we
can talk about a chair as an abstract object that you can sit
on, but we can also talk about
a particular chair, that is an instance of the chair object,
which actually exists in our
home.
So how does this work out for the game we are making? We will
need two objects. Let us
first create the very simple wall object. This object needs no
behavior at all. It will not
react to any events.
Create the wall object:
1. From the
Resources menu, choose
Create object.
The Object Properties form
appears, as is shown in Figure 4.
Figure 4. The empty Object Properties form.
7
2. Click on the
Name field and rename the
object to obj_wall.
3. Click on the icon at the end of the
Sprite
field and in the list of available sprites
select the
spr_wall
sprite.
4. Instances of the wall object must be solid, that is, no other
instances should be
allowed to penetrate them. To this end click on the box next to
the
Solid
property
to enable it.
5. The filled-in form is shown in Figure 5. Press
OK
to close the form.
Figure 5. The filled-in properties form for the wall object.
For the clown object we start in the same way.
Create the clown object:
1. From the
Resources menu, choose
Create object.
2. Click on the
Name field and rename the
object to obj_clown.
3. Click on the icon at the end of the
Sprite
field and select the
spr_clown
sprite.
Note that we do not make make the clown object solid. But for
the clown there is a lot
more that needs to be done. We have to specify its behavior. For
this we need the rest of
the form. In the middle you see an empty list with three buttons
below it. This list will
contain the different events that the object must respond to.
With the buttons below it you
can add events, delete events or change events. There are a
large number of different
events but you normally need just a few in your game.
Next to the events there is an empty list of actions that must
be performed for the selected
event (if any). And at the right of this list that are a number
of tabbed pages with little
icons. These icons represent the different actions. In total
there are close to 100 different
actions you can choose from. If you hold your mouse above one of
the icons a short
8
description of the corresponding action is given. You can drag
actions from the tabbed
pages at the right to the action list to make them happen when
the event occurs.
We are first going to define what should happen when an instance
of the clown object is
created. In this case we want the clown to start moving in an
arbitrary direction.
Let the clown object move:
4. Press the
Add Event button. The Event
Selector, as shown in Figure 6 will
appear.
Figure 6. The Event Selector.
5. Click on the
Create button. The create
event is now added to the list of events. It
is automatically selected (with a blue highlight).
6. Next you need to include a
Move Fixed
action in the list of actions. To this end,
press and hold the mouse on the action image with the eight red
arrows in the
page at the right, drag it to the empty actions list, and
release the mouse. An
action form is shown asking for information about the action.
7. In the action form for the
Move Fixed
action you can indicate in which direction
the instance should start moving. Select all eight directions
(not the middle one;
which corresponds to no motion). Note that the selected
directions turn red. When
multiple directions are selected one is chosen randomly. Also
set the
Speed
to 4.
See Figure 7 for the result. Press
OK
to indicate that we are ready with this
action.
9
Figure 7. Setting the directions for the
Move Fixed
action.
You have now specified behavior that must be executed when an
instance of the clown
object is created, by adding the event, including an action, and
setting the action
properties. The object properties form for the clown object
should now look as in Figure
8.
Figure 8. The properties from for the clown object after
specifying the
Create
event.
The next event we will define is a collision with a wall. Here
we will bounce the clown
against the wall and we will play the bounce sound effect.
Handling a collision with the wall:
10
1. Press the
Add Event button. In the Event
Selector click on the
Collision button
and select
obj_wall.
The collision event is now added to the list of events.
2. Include a
Bounce action by dragging it from
the page at the right. The action form
shown in Figure 9 will appear. There are two properties we can
change but their
default values are fine. We are not interested in precise
bounces and we want to
bounce against solid objects. (Remember that we made the wall
object solid.)
Press
OK
to close the action form.
Figure 9. The
Bounce
action form.
3. Select the page with the tab
main1.
From it include the Play
Sound action and
drag it below the
Bounce
action already present. In the action from,
click on the
icon to the right of the
Sound
property and from the list select
snd_bounce.
Leave the
Loop property to
false
as we want to play the sound only once. The
form should look like in Figure 10. Press
OK
to close it.
11
Figure 10. Playing the bounce sound effect.
That concludes the collision event with the wall object. The
object properties form should
now look as in Figure 11.
Figure 11. The collision event with the wall object.
There are two actions that are both performed (in the given
order) when the collision
occurs. If you for some reason made a mistake, you can
right-click with the mouse on an
action you added and for example choose
Delete
to remove the action (or press the
<Delete> key on the keyboard). You can also choose
Edit Values
to change the
properties of the action. (Double-clicking on the action will do
the same.) And you can
drag them up and down to change the order in which they are
executed.
12
Finally we need to define what to do when the user clicks with
the left mouse on the
clown. We are going to add four actions here: First we will add
10 points to the score.
This is easy as
Game Maker
automatically keeps and displays a score.
Next we will play
the click sound. After this we will jump the clown to a random
position, and we will set a
new random direction of motion with a slightly increased speed.
The last two actions are
added to gradually increase the difficulty of the game.
Handling a mouse press:
1. Press the
Add Event button. In the Event
Selector click on the Mouse
button and
in the menu that appears select Left Pressed. This event happens
when the user
presses the left mouse button while the mouse cursor is on top
of the instance.
2. From the tabbed page labeled
score
include the
Set Score
action. As
new score
indicate a value of 10. Also click on the box next to the
property
Relative
to
enable it. When
Relative is enabled the value
is added to the current score.
Otherwise the score would be replaced by the value. The action
from should look
like in Figure 12.
Figure 12. Adding 10 to the current score.
3. From the page
main1
include a
Sound
action. As
Sound
indicate
snd_click.
Leave
Loop
to false.
4. From the page
move
include a
Jump to Random
action. This action places the
instance in a random collision-free position. The parameters can
be left
unchanged. See Figure 13.
13
Figure 13. Jumping to a random position.
5. Finally we include a
Move Fixed
action. Again select all eight arrows (and
not
the center square). As
Speed
indicate a value of 0.5 and enable the
Relative
property to add 0.5 to the current speed.
We are now ready with the clown object. We have included actions
for the three events
that are important. It should now look as in Figure 14. Press
the
OK
button to close the
form.
Figure 14. The clown object with all actions included.
14
Creating the Room
Now that we have created the game objects there is one more
thing to do. We need to
create the room in which the game takes place. For most games,
designing effective
rooms (often also called levels) is a time-consuming task
because here we must find the
right balance and progression in the game. But for
Catch the Clown
the room is very
simple: a walled area with one instance of the clown object
inside it.
Creating the room:
1. From the
Resources menu choose
Create Room.
The Room Properties form as
shown in Figure 15 will show.
Figure 15. The Room Properties form.
2. On the left you see three tabbed pages. Select the page
labeled
settings.
In the
Name
field type
in rm_main.
In the Caption for the room
field type ‘Catch the
Clown’.
3. Select the
objects tab. Enlarge the
window somewhat such that you can see the
complete room area at the right. At the top, change the value
for
Snap X
and
Snap Y
to 32. As
the size of our sprites is 32, this makes it easier to place the
sprites at the correct locations.
4. At the left you see the image of the clown object. This is
the currently selected
object. Place one instance of it in the room by clicking with
the mouse somewhere
in the centre of the grey area.
15
5. Click one the icon with the menu symbol next to the field
obj_clown.
Here you
can select which object to add. Select
obj_wall.
Click on the different cells
bordering the room to put instances there. To speed this up,
press and hold the
<Shift> key on the keyboard and drag the mouse with the mouse
button pressed.
You can remove instances using the right mouse button.
6. Press the button with the green V sign at the left top to
close the form.
Saving and Testing
You might not have realized it but our game is ready now. The
sprites and sounds have
been added, the game objects have been designed and the first
(and only) room in which
the game takes place has been created. Now it is time to save
the game and to test it.
Saving the games works as in almost any other Windows program.
Choose the command
Save
from the
File
menu, select a location and type in a name.
Game Maker
games get a
file extension
.gmk.
Note that you cannot directly play such game files. You can only
load them in
Game Maker. Below we will see
how to make stand-alone game
executables.
Figure 16. Playing the game.
16
Next we need to test the game. Testing is crucial. You can test
it yourself but you should
also ask others to test it. Testing (or running the game in
general) is simple; choose the
command
Run
normally from the
Run
menu. The design window will disappear, the
game will be loaded and, if you did not make any mistakes, the
room will appear on the
screen with the clown moving inside it, as in Figure 16. Try
clicking on it and see
whether the game behaves as expected. You should hear the
correct sounds and the speed
of the clown should increase. To end the game, press the <Esc>
key or click on the close
button at the top right of the window. The design window will
reappear.
Now it is time to tune the game. You should ask yourself for
example the following
questions: Is the initial speed correct? Is the increase in
speed correct? Is the room size
correct? Did we pick effective sprites and sounds for the game?
If you are not happy,
change these aspects in the game and test again. Remember that
you should also let
somebody else test the game. Because you designed the game it
might be easier for you
than for other people.
Once you are happy with your game you should create a
stand-alone executable for the
game. This is a version of the game that can run without the
need for
Game Maker.
This
is very simple. In the
File
menu choose the command
Create Executable.
You have to
indicate the place and name of the stand-alone executable and
you are done. You can now
close
Game
Maker, and run the executable
game. You can also give the executable to
your friends and let them play it, or you can publish it on the
YoYo Games website
http://www.yoyogames.com
for people to download. (Of course we do not
recommend
you to place this exact copy of the
Catch the Clown
game there. Better create your own
original game.)
Finishing touches
Our first game is ready but it needs some finishing touches to
make it a bit nicer.
First of all we are going to add some background music. This is
very easy.
Create background music:
1. From the
Resources menu, choose
Create Sound.
The Sound Properties form
appears. Click on the
Name
field and rename it to
snd_music.
2. Click on the
Load Sound button, navigate to
the Resources
folder and select
the sound file
music.mid.
Note that this is a midi file. Midi files are often used
for background music as they use less memory.
3. Press the
OK button to close the form.
4. Reopen the clown object by double clicking on it in the
resource list at the left of
the window.
5. Select the
Create event. From the
main1
page include a
Play Sound
action. As
Sound
indicate
snd_music
and set
Loop
to true because we want the music to
repeat itself forever.
17
Secondly we are going to add a background image. The grey
background of the room is
rather boring. To this end we use a new type of resource, the
background resource.
Add a background image:
1. From the
Resources menu, choose
Create Background.
The Background
Properties form appears. Click on the
Name
field and rename it to
back_main.
2. Click on the
Load Background button,
navigate to the
Resources folder and
select the image file
background.bmp.
The form should now look like Figure
17. Note that the
Transparent
property is default disabled for background
images.
Figure 17. The Background Properties form.
3. Press
OK
to close the form.
4. Reopen the room by double clicking on it in the resource
list.
5. Select the
backgrounds tab. Unselect the
property Draw background
color
because we no longer need the gray background.
6. Click on the little menu icon in the middle and pick the
back_main
in the popup
menu. As you will see, in the room we suddenly have a nice
background, As in
Figure 18. Note the two properties
Tile Hor.
and
Tile Vert.
They indicate that the
background must be tiled horizontally and vertically, that is,
repeated to fill the
whole room. For this to work correctly the background image must
be made such
that it nicely fits against itself without showing cracks.
18
Figure 18. The room with a background.
If you play the game a bit you will see that it is very easy
because you know exactly
where the clown is going. To make it more difficult we let the
clown change its direction
of motion from time to time. To this end we are going to use an
alarm clock. Each
instance can have multiple alarm clocks. These clocks tick down
and at the moment they
reach 0 an
Alarm event happens. In the
creation event of the clown we will set the alarm
clock. And in the alarm event we change the direction of motion
and set the alarm again.
Adding the alarm clock:
1. Reopen the clown object by double clicking on it in the
resource list at the left of
the window.
2. Select the
Create event. From the
main2
page include a
Set Alarm
action. As
Number of steps
indicate 50. The alarm number we keep as Alarm 0. See Figure
19.
19
Figure 19. Setting the alarm clock to 50 steps.
3. Click on
Add Event. Choose the button
Alarm
and in the popup menu select
Alarm 0
.
4. In the event include the
Move Fixed
action (from the
move
tab). Select all eight
arrows. Set the
Speed to 0 and enable the
Relative
property. In this way 0 is
added to the speed, that is, it does not change.
5. To set the alarm clock again, include a
Set Alarm
action. As
Number of steps
again indicate 50.
We set the alarm clock to 50 steps but you might wonder what a
step is. Default
Game
Maker
takes 30
steps per second. So 50 steps is slightly more than 1.5 seconds. (You can
change the game speed in the
settings
tab in the room properties.)
Finally, each game must tell the players what the goal is and
how the user plays the
game. So some help is required.
Game Maker
has a standard mechanism for this.
Adding a help text:
1. From the
Resources menu select
Change Game Information.
A simple text
editor will appear.
2. Type in some useful information for the player, in particular
about the goal of the
game and the way to control it. You can use different fonts,
sizes, and colours.
See for example Figure 20.
20
Figure 20. Adding some help for the player.
During the game this text is automatically shown when the player
presses the F1 key (like
in most other programs).
Your First Game is Ready
Congratulations. You finished your first game. And the first
game is always the most
difficult one. You also learned about the most important aspects
of
Game Maker:
sprites,
images and sounds, the game objects, events and actions, and the
rooms.
Before continuing with a new game you might want to play a bit
more with the
Catch the
Clown
game. Here
are some things you might want to try to add:
•
Have two clowns
moving around. (This is extremely easy because you can place
multiple instances of the same object in a room.)
•
Have a different
dark clown that you should not catch because it will cost you part
of your score.
But you surely can come up with other creative ideas.
In this tutorial we have only covered some of the most basic
aspects of
Game Maker.
We
discussed only a few events and actions. There are many more for
you to explore. You
can try to do so yourself or you can download and read one of
the other tutorials which
you can download from
http://www.yoyogames.com.
21
Further Reading
For further reading on creating games using
Game Maker
you are recommended to buy
our book:
Jacob Habgood and Mark Overmars,
The Game Maker’s Apprentice: Game
Development for Beginners
,
Apress, 2006, ISBN 1-59059-615-3.
The book gives a step-by-step introduction into many aspects of
Game Maker
and in the
process you create nine beautiful games that are also fun to play.
Teacher notes: Video Game Design using Game Maker
Free download of GameMaker
Cathy Arvantides at Marcellus High School developed the curriculum
Students learn how to design and develop video games. Students
research of gain experience in several aspects of the video gaming industry
including : Career opportunities, practical applications of interactive
video games, technological innovations in the gaming industry, project
development, economic impact of the gaing industry, problem solving, and the
characteristics of successfull games. Students learn the programming
skills requited to successfullt develpp a 3-D video game. Students
interested in potential careers in any aspect of the gaming industry of in any
computer programming field willl benefit from this course.
Emphasis on edutainment and not violent games.
A dynamic and interactive curriculum is utilized, as students become
"interns" at a video game development company, and become part of a "real-world"
video game development project simulation.
In addtition to GameMaker, Darkbasic is also used. (isupport
learning has a text book to support this software)
www.clickteam.com sells Games Factory
2, Multimedia Fusion 2, and Multimedia Fusion 2 Developer. The programs
are designed to make it easy for students to develop their own video games.
Comes with complete instruction!
other resources recommended by educational professionals include