Getting Started with Game Maker

     
         
   

Introduction to Game Maker – Events and actions.

   
   

The idea of this tutorial is to give you a quick introduction to Game Maker's founding principle: how the overall "game loop" runs. Details on components such as sprites will be easier to understand once this is.



Games always follow a game loop. In game maker, each time the created game completes a loop, this is referred to as a "step" in the documentation. When a step is done, the loop has been completely run, and another step is about to begin.



You can set how long a step lasts in the room settings (the default value is 30 steps per seconds, which means that if uninterrupted, the step lasts 1/30th of a second).



During each step, one or several "events" may occur. An object may be created and drawn, or a previously created object may be drawn again. Game Maker being "event driven", this is extremely important to understand.



You'll see in the interface that objects have associated events, which in turn have associated actions. The first event that is necessarily associated to an object is its creation. Once it is created, until it is destroyed or disabled, the game will check it for further events at each step.



Object properties

If it is visible, it will systematically be redrawn at each step. This is the draw event.



The draw event's action by default is to draw the associated sprite at the object's current coordinate. This means that unless you add a draw event and associate it to your own list of actions, the game will just draw the sprite you assigned to the object.



Let's take an example. The object is a monster, and at some point, if the player does well, that monster is going to die some way or other. As it dies, the sprite on the screen should change in some way. That means that just drawing one same sprite no matter what isn't going to cut it. That object will require that you associate actions to the draw event. Actions in this case will be:



  1)  Draw the normal sprite if it has not collided with a bullet.

  2) Draw the dying sprite if it has collided with a bullet, then destroy the object.



If the same object has multiple instances (several copies of the same monster pop in the room, like the ghosts in Pacman), then that object's specific instance will be destroyed and not the others.



Other events can occur after the object is created. The player can press a key (CTRL or SPACE), a pressed key can be released… Those are just the examples in the screenshot.



The list of events that can be included to trigger actions appear when you click on the Add event button.





The list of actions that can be associated to each of them is spread accross the move, main1, main2, control, score, extra and draw tabs to the right.



This is just an example that illustrates the founding principle of Game Maker: Events and actions. Everything starts there.


 

   
         
 

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