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GameMaker Basics - Overview

GameMaker Studio 2 is a cross-platform game engine developed by YoYo Games. It offers a streamlined development process so you can take your idea from concept to finished game.

This series of GameMaker tutorials was written by two indie game developers, Nathan Ranney (@ratcasket) and Alejandro Hitti (@AleHitti). They will cover the most popular GameMaker techniques and effects, from hitboxes and hurtboxes to timers.

These tutorials assume that you are already familiar with GameMaker and GameMaker Language (GML).

Pages at a Glance

Drawing Sprites
You'll learn how to draw sprites in GameMaker. A sprite is an image that is being shown on your screen and it can be a single image, or a series of images that form an animation. more »
Hitboxes and Hurtboxes
Hitboxes and hurtboxes are specialized collision checks (collision checks allow you to determine when objects come in contact or overlap). more »
Juicing Your Movements
Adding some juice to your character movements and animations will help you squeeze some more life and feeling out of your games, and improve the overall quality. more »
Intro to Shaders
Shaders are used to create beautiful graphical effects in games. They are also among the most advanced features offered by GameMaker Studio 2. more »
Object Orchestration
Object orchestration is the act of controlling objects from inside another object. This is very useful for something like a "controller" object, which manages many things in your game. more »
Screen Shake
Screen shake is a classic indie effect that can beef up your impacts, explosions, sudden realizations, gunshots, and more. more »
Timers
A timer is a mechanism that allows you to count up, or down, to a certain value and then trigger something once that value is reached. more »
Simple AI
In this post, I will show you some simple AI concepts and how to set up different behaviors for your games. more »
Setting Up an Input Replay System
GameMaker is an engine that works with frames instead of delta time and thanks to this advantage, we can trivially record the player inputs and match them with a frame number. more »
Debugging
In this post, I will explain my process when debugging my games, and some tips to find bugs quickly and identify bottlenecks in your game. more »