Game maker room




















Press "start" to begin creating! Still needs some work. Thank you for using! Log in with itch. Really fun gam! I wish there was more items to decorate the room but tbh the game is cute :D. So cute!! I kinda dislike that there are no more items to decorate with and rooms to decorate but overall super cute fun game!! Really fun! This game is truly a masterpiece. It is small but still pretty fun to play. It even inspired me to work on similar kind of game in 3D.

If I would finish it I'll definitly mention your work. This is a nice game. It should be noted that these functions should never be run from within the room that you wish to change , but rather be run from an instance in another room first. There are also a number of different functions related to creating and manipulating the different types of elements that can be placed on layers in the room.

These functions are listed in the appropriate sections for each element type listed below:. An important thing to note when creating room layers is that you can have multiple different element types on one layer. Finally, we have sections for Views and Physics.

We'll come back to the Views section in a moment, so for now we'll finish this part by looking at the Physics section:. Using physics in your games is an advanced feature and as such we're only going to touch briefly on what this option does, but you can find the full documentation pressing to open up the manual.

Enabling physics tells GameMaker Studio 2 that the room is a physics simulation and permits you to set up some basic properties that govern this simulation. It is essential to know that when you convert a room into a physics enabled room in this way, you are changing quite radically how things are done, especially movement and collisions between instances. They will all be affected by the gravity vector you set here, and will all behave very differently depending on the value that you set for the Pixels To Meters scale.

The final room property that we need to look at is the use of Views. Views are split into two parts: the view port and the camera , where the port is the area of the screen that will be drawn to , and the camera defining what will be drawn to that area.

If you expand the views section you will see the following:. By default GameMaker Studio 2 will display your room to the player exactly as you created it, ie: if it is x, then it will be run in a x window. This is okay if you have a standard sized room, but when you start to get into long rooms that you want to scroll left or right, or huge overworlds that you only want to show a part of then you need to be able to set a specific window size and only show certain areas of the room in that window.

For that, you need to tick the Enable Viewports checkbox. The other option available is to Clear Viewport Background , which can be used to clear the background of the view before every draw event in the game loop this doesn't usually need to be ticked unless you are using multiple views or haven't assigned a background layer in the room editor. When you have enabled views, you will then need to set up the view port and the view camera.

As hinted at above, you can create multiple view ports and cameras, but for this tutorial we're simply going to cover the basics of a single view.

If you want more information on multiple view ports, then please check the room editor section of the manual press. To set the view properties you need to click on the view you want to enable from 0 to 7, so you have 8 view ports that can potentially be used at any one time and it will expand:. You need to first make sure that the view is set to visible otherwise even if you have enabled views nothing will be drawn. You then have to modify the first two sections to set how you want to display your room, and optionally the third section for setting up object following.

The sections are as follows:. Our room has been set to the size we want and we have set our views You can add a number of different resource directly into the room editor and they are all placed on Layers. A layer is simply an imaginary plane on which we can place sprites, tiles, paths and instances so that the room knows when and how to display them.

By default the Layer Properties window will open whenever you open a new Room Editor workspace if you have closed it by mistake you can open it again from the Room context menu at the top of the IDE and will have a couple of layers created for you by default:. Layers are ordered from the lowest to the highest, so those layers lower on the list will be drawn first and higher layers drawn over them. There will always be two layers added to any room you create as you will almost always require these two layers: a background layer and an instance layer.

These layers can be removed at any time, and you can also add more layers as you require, and note that you are not limited to just one layer of any given type, so you can - for example - add 3 or four background layers offset to each to create a parallax background. You can click on any layer to bring up that layers properties window, where you can edit things specific to the layer type like position or draw order, etc You can drag and drop layers up and down the list to reorder them too, and you can even create group folders by clicking the icon and dragging layers onto it.

If you no longer wish to keep a layer, you can select it and hit to delete it. Below is a list of the different layers available and a brief description of what they are for for detailed explanations of each layer and their properties, please see the manual :.

After you have created the desired layer type you need to add the different resources to it. This is done by simply clicking on the resource and then dragging it into the room editor. Below you can see an example of some sprite assets being added to a room, edited and then tested:. We touched on Room Inheritance briefly at the beginning of this tutorial, and here we're just going to expand on what was said a bit, since inheritance is one of the most powerful and time saving features of the GameMaker Studio 2 room editor.

We mentioned before that you can create a main "parent" room and then clone "child" rooms from it that will inherit all the properties from the main parent room. Well, while this is true, there is much more to it than that!

You can make a child room from any room in the resource tree by right clicking on the room resource you want to "clone" and selecting Create Child :. This will create a new room for you and open the workspace for you to edit it. You will notice that all the "Inherit" buttons are now highlighted for everything that was in the parent room. You can also see that you have access to all the same layers and properties as those set in the parent room:.

What has happened is that everything in the room that has the inherit button highlighted is based off of what is in the parent room.

If you change a tile in a parent room, then all child rooms will reflect this change too. However, what if for example, you want to change a tile in the child room but leave everything else as it is in the parent? Well, you can simply change that tile and it will be shown in the room changed. By editing any feature from an inherited room in a child room, you break inheritance and the item will no longer be considers as part of the initial room.

There are many, many ways that this system can be used, especially as you can have multi-room hierarchies, with each room being a child of the previous room.



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