Tag: GameMaker Studio

Latest GameMaker Studio update improves GML arrays implementation

I’m quite happy about this. I’d like even more improvements to the array and string functions to come in time, but this is long overdue. Arrays in GameMaker have been clunky but serviceable forever, and this just made them a good bit easier and more useful.

From the GM:Studio 1.1.1008 release notes:

  • Arrays can now be passed/returned from scripts.
    • NOT pass by reference
    • If array values are set, then the array is copied
  • Arrays are now native on HTML5, making them significantly quicker.
  • Arrays can now be freed!
    • To free an array, simply set the variable to 0 (if MyVar was an array, MyVar=0 would free it)
  • 3 new array functions added
    • is_array()
    • array_length_1d() gives the size of the 1st dimension
    • array_length_2d() gives the size of the 2nd dimension. Arrays are ragged, not grids. so the each element of the 2nd dimension varys in size

GameMaker Studio marks 1st anniversary

YoYoGames is celebrating the release of GameMaker Studio, one year ago today. With all the updates and improvements that have been made to the product since the 1.0 release, it’s surprising that it’s only been a year since it came out of beta.

I myself have not been a GameMaker user for very long, either. I began using it in September 2010, with version 8.0. In that time, I have found it to be the easiest to learn development tools that I have ever used. It has enabled me to make playable games with features that I would not have thought myself capable of building, and then rewarded me as I gained confidence that I could become a better programmer than I had previously dared to dream. And this has allowed me to pursue a long-dormant dream that I’ve had since I was six years old and experienced my first videogame: to design and build fun, playable games. As a result, life is better than ever. For this I have been very grateful.

Happy birthday, GameMaker Studio!

GameMaker Tutorial: String handling and Drawing Text

[Editor’s note: This article was written primarily with GameMaker: Studio 1.x in mind. There have been some changes to the way GameMaker Studio 2 handles strings, mainly dealing with escaping codes, and this article has not yet been updated to reflect that. Refer to the official manual chapter on Strings for all the details.]

Drawing text to the screen is a basic part of most videogames. There are a huge number of useful applications for text. Just a few of the more common applications:

  1. Score
  2. HUD/Dashboard
  3. Menus
  4. Special effects
  5. Messages and dialogs
  6. Instructions/Story
  7. Debugging/diagnostics/benchmarking — it can be incredibly useful to draw the current value of variables to the screen when debugging, or performance metrics.

Things to know about drawing stuff in GameMaker

  1. Draw functions only work in Draw Events:  If you try to use them anywhere else, nothing happens. If you’re drawing in the Draw GUI Event, you’ll want to be familiar with the draw_set_gui_size() function so your Draw GUI stuff will be drawn to the proper scale if you’re using Views.
  2. Drawing directly to the screen (especially text) is slow. Draw a lot of text and performance will suffer.
  3. There are ways to improve performance when drawing text. The most important of these is to use Surfaces. Surfaces are not available in the free edition of GameMaker, and not all hardware may support them. Using surfaces properly is not that difficult once you understand them, but is generally considered to be an “advanced” concept in GameMaker, and is less straightforward than drawing directly to the screen in the “normal” way.
  4. But there are challenges. Setting up a Surface for optimizing text performance is tricky because it can be hard to know in advance how large the surface needs to be to contain the text you are drawing. Fortunately, GameMaker provides some useful functions which can enable you to get the dimensions needed for the surface: string_width() and string_height(), which give you the width and height, respectively, in pixels of a string drawn with draw_text() in the current font. If you’re using draw_text_ext() string_width_ext() and string_height_ext() are the functions to use instead. These functions allow you to create a drawing surface of proper dimensions, provided you know the string and font and can decide on a width prior to creating the surface. Keep in mind that the dimensions of a string depend on the font used to display it, so always use draw_set_font() to set the font to the correct one that you intend to draw the string with before using the measurement functions.
  5. Draw settings (for things such as color, alpha transparency, and font alignment) are global in GameMaker. That means that if you have multiple objects which draw functions, and if any of them changes the color, alpha, or font alignment, all objects will be drawn using those same settings. For this reason, if you are using draw functions in your objects, it’s best to set all the draw settings in the object in order to make sure they are what they need to be. If you never change color, or alpha, or font alignment, then you don’t need to set that property before you use draw functions — but if you do need to change them for one object, it’s best to set them to what they need in the Draw event of every object, immediately before calling the drawing routines.
  6. For serious performance optimization, you need to learn how GameMaker “batches” drawing operations, and organize your code to have the least number of drawing batches as possible.

Fonts

Everyone these days knows what fonts are, right? Fonts are like the clothes that text dresses up in when it wants to go out and be seen. In GameMaker, fonts are game resources, just like sprites, or objects, or other resources, and need to be added to the project — you don’t simply have direct access to the same fonts that are installed on the system, you have to explicitly add a font to your project. If your project has no font resources set up, text drawn to the screen will still render, but oddly and probably not consistently across platforms. So, always define a font resource and make sure that it’s used if you’re drawing text.

To save space, you can define a font resource to include only certain character ranges, such as number digits only, or alphabet characters only, or only the upper case or lower case letters in the alphabet. If you know you won’t be needing certain characters, and are concerned about the size of the game when it is built, go ahead and constrain the range. Otherwise, the default range of 37-128, covering A-z, 0-9, and special characters, is good.

For legal reasons, it’s important to note that fonts are copyrighted, and most need to be licensed for commercial use. There are free fonts out there (google for them) with liberal licensing terms that you may be able to use in your project, if the terms of the license allow.

Of course, you can create your own fonts. Creating your own font is outside the scope of this article, but there are tools you can use to produce your own fonts if you’re crazy enough. It’s probably easier to simply purchase a license for a professionally designed font.

Formatting issues

Alignment

Text alignment is set using the and draw_set_valign() functions. Use GameMaker’s built-in font align constants {fa_left, fa_center, fa_right, fa_top, fa_middle, fa_bottom} as arguments to these functions to keep the code readable.

New Lines

To signify a new line in a GML string, use the pound character (#). The GML code

draw_text(x, y, "Hello#World");

would be drawn like so:

Hello
World

You can also use a literal return in your string, but it’ll make your source code look yucky.

draw_text(x, y, "Hello
World");

Would draw to the screen exactly the same as “Hello#World”.

Escape characters

If you’re familiar with strings in programming languages, you know that it gets tricky when using certain characters that are reserved for program syntax or markup. Most languages allow you to “escape” the markup syntax so that you can still use characters normally reserved for markup purposes as literal characters in a string. GML is no exception.

#

What if you want to use a # in a string, and you don’t want it to signify a new line? Use the “#” escape character.

The string "We're \#1!" would be drawn like so:

We’re #1!

Quotes

A matched pair of quotes, single or double, can be used in GML to begin and end a string. If you want quotes to appear as text within a string, you can use the other type of quote to encapsulate them, like so:

my_string = 'This is a single-quoted string.';
my_string = "This is a double-quoted string.";
my_string = 'This is "an example" of a string including double quotes-as-text.';
my_string = "This is 'an example' of a string including single quotes-as-text.";

It gets tricky when you need to have BOTH types of quotes in the same sentence:

my_string = 'Bob said " We shouldn' + "'" + "t."+ '"' ; // Bob said "We shouldn't."

It looks like a mess, but you just have to do a lot of concatenation and quote your quotes with the other type of quote marks.

String concatenation

As with many languages, you can combine two strings together by adding them with the + operator. With number values + adds them; with strings, + concatenates the two strings together, creating a longer string made of the first one and second one stitched together. You can do this with literal string values, or with variables containing strings:

concatenated_string = string1 + string2;
concatenated_string = "Hello " + "World";

But if you try to add a string and a number, you need to tell the program to convert the number into a string. The string() function will convert numeric values to strings, which allows them to be incorporated into a larger string.

health = 100;
draw_string(x, y, "Player1 Health: " + string(health));

GML String functions

We’ve already introduced a few of the more commonly useful ones, but there are many other useful GML string functions. I’m not going to go into each one in depth, but review the official documentation and keep in mind that they’re out there, and can be useful.

One important thing to be aware of with GML strings is that, unlike most other languages, GML strings are 1-indexed, not 0-indexed. This means that when counting the characters that make up the string, the first character is character 1, not character 0.

GML text drawing functions

Mostly I have used draw_text() and draw_text_ext(), but it’s good to know that there are a few more variations on these basic text drawing functions.

  • draw_text
  • draw_text_color
  • draw_text_ext
  • draw_text_ext_color
  • draw_text_ext_transformed
  • draw_text_ext_transformed_color
  • draw_text_transformed
  • draw_text_transformed_color

It might seem like a lot to keep track of, but it’s pretty easy if you remember the following:

draw_text: basic draw text function.

_ext: allows you control over the line spacing and width of the draw area. This means you don’t have to manually handle line breaks by inserting # or return characters in your text.

_transformed: allows you to scale and rotate the drawn text.

_color: allows you to set a color gradient and alpha to the text.

Again, text is always drawn using the current global drawing color, alpha, halign and valign properties. It’s best to set these before drawing to ensure that they are the expected values, using draw_set_color, draw_set_alpha, draw_set_halign, and draw_set_valign functions.

Keep code clean by storing strings in variables

This is perhaps obvious, but it’s often useful to store a string value in a variable, to keep your code neater and easier to read.

draw_string(x, y, "Four score and seven years ago our fathers brought forth on this continent a new nation, conceived in liberty, and dedicated to the proposition that all men are created equal.##Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure. We are met on a great battlefield of that war. We have come to dedicate a portion of that field, as a final resting place for those who here gave their lives that that nation might live. It is altogether fitting and proper that we should do this.##But, in a larger sense, we can not dedicate, we can not consecrate, we can not hallow this ground. The brave men, living and dead, who struggled here, have consecrated it, far above our poor power to add or detract. The world will little note, nor long remember what we say here, but it can never forget what they did here. It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced. It is rather for us to be here dedicated to the great task remaining before us—that from these honored dead we take increased devotion to that cause for which they gave the last full measure of devotion—that we here highly resolve that these dead shall not have died in vain—that this nation, under God, shall have a new birth of freedom—and that government of the people, by the people, for the people, shall not perish from the earth.");

— is a lot harder to read than:

draw_string(x, y, gettysburg_address);

— and moreover, all that text gets in the way of comprehension of what your code is doing. So use variables to store strings, and keep your code looking clean.

draw_text_ext()

While we’re dealing with a very long string, it’s a good opportunity to talk about a function that makes drawing them much easier.

You could manually set line breaks in a long string by sprinkling #’s every N characters or so, but that is laborious and inflexible. It’s better to use the draw_text_ext() function, which allows you to specify a width for the line, and (optionally) also how many pixels should separate lines.

draw_text_ext(x, y, string, vertical_separation, width);

When drawn, the line will automatically break when it reaches the width provided to the function.

Formatting

GameMaker is rather limited in its typographical capability when drawing text to the screen. GameMaker Font resources, unlike an installed font on the system, are a specific size and style only. There’s no bold or italic or other style options available that you can use to modify the font resource. If you want bold or italic, you have to create a new font resource, and use draw_set_font(font) to that resource in order to use it.

This means that if you want to use bold text in a sentence, you need to create a second font resource for the bold font, draw your normal text, then switch fonts to the bold font, and draw the bold text, somehow positioning the two different drawings so that they look like they’re a single block of text. You have to leave a hole in your normal text where the bold word will appear. This is not easy, nor is it generally recommended. If you really want it, and are masochistic enough to put yourself through the trial and error to do it, go ahead. But before too long you’ll probably realize that it’s not worth the effort.

See this script draw_text_rtf which allows you to draw rich text format, originally written by Miah_84 and improved by me.

Special Effects

Scrolling text

Scrolling text is extremely easy to do. The draw_text function must be called by some object, and includes arguments for the x and y where the text will be drawn. Simply change the x and y over time, add you have moving text. The easiest thing to do is to set the instance that is drawing the text in motion.

Typewriter text

Another easy to implement technique is “typewriter text” — that is, displaying a string one character at a time as though it were being typed out.

First, let’s take a string stored in a variable, my_string.

string_length(my_string) will give you the length of my_string.

draw_text(x, y, my_string) would draw the entire string at once. But we want to draw it one letter at a time.

The GML function string_copy(string, index, length) comes in handy here. We can use this instead of string in our draw_text function:

//In the Create Event
typed_letters = 0;
//In the Draw Event
draw_text(x, y, string_copy(my_string, 0, typed_letters);
if (typed_letters < string_length(my_string)) {typed_letters++};

Note that this will type at room_speed characters per second, which at 30 fps is extremely fast. You may want to type slower, in which case you can slow down the function in one of several ways. You can use an alarm to increment typed_letters every N steps, rather than increment it in the Draw event. Or you don’t want to bother with an Alarm event, you could do something like this:

//In the Draw Event
if typed_letters < length {typed_letters+=0.1;}
draw_text(x, y, string_copy(my_string, 0, ceil(typed_letters)));

This would give a typing speed of room_speed/10, or 1 character roughly every 0.33 seconds for a 30 fps room, or 3 characters/second, which is a bit more reasonable. You can adjust this rate to taste.

If you want the text to reset and type over again when the message is completed, you can do this:

if typed_letters < length {typed_letters+=0.1;} else {typed_letters = 0;}

Additionally, you can optionally add code to play a sound with each letter, or start a sound when the typing starts and stop the sound with the full length string has been reached.

Marquee text

The Typewriter Text technique can be modified slightly to draw a scrolling marquee:

//In the Create Event
/*Hint: you may want to pad the end of your marquee string with extra spaces so it 
will scroll all the way off your marquee.*/
my_string = "Some text for your marquee "
start_letter = 0;
marquee_length = 10; // or however many letters in your marquee
type_rate = 3/room_speed; // 3 char per second
marquee_scrolling = true;
//In the Draw Event
if marquee_scrolling{
 draw_text(x, y, string_copy(my_string, start_letter, ceil(start_letter + marquee_length)));
 start_letter += type_rate;
 if (start_letter > string_length(my_string)) start_letter = 0;
}

Blinking text

Blinking is annoying in web pages, but can be a very useful effect in games. Blinking attracts the eye, and can get attention where it’s needed. Of course, blinking can be done with any graphical element, not just text.

Blinking is just turning on the drawing and then turning it off on a cycle, using a timer, such as an Alarm Event.

//In the Create Event
blink = true; //(or false, if you want the initial state to be off)
blink_steps = room_speed/2; //for a 1 second blink cycle. Set this value to suit.
//In the Alarm[0] Event
blink = !blink; //toggles the blink from on to off or vice versa.
alarm[0] = blink_steps; //re-sets the alarm so it keeps blinking
//In the Draw Event
if blink {/*do the draw stuff*/}

The above code gives a 50% “duty cycle” (the blink is “on” 50% of the time, “off” 50% of the time). It’s possible to vary the duty cycle in a variety of interesting ways…

//In the Create Event
blink = true; //(or false, if you want the initial state to be off)
blink_on_steps = room_speed/2;
blink_off_steps = room_speed/4;
//In Alarm[0]
if blink {alarm[0] = on_steps;} else {alarm[0] = off_steps;}
blink = !blink;

This blink code will result in a blink that stays on for 0.5 seconds, and blinks off for 0.25 seconds.

Even more sophisticated blink periods can be achieved using math functions rather than a static value. Setting alarm[0] = irandom(10) would result in a random flicker. Think of creative ways to use other math functions to create interesting effects. If you come up with a good one, share your code by posting a comment to this article.

Yet another way to flicker or blink text is through varying alpha. Or by switching colors. Or even size.

One last way to blink is to toggle the state of the visible boolean in the instance.

visible = !visible;

One thing to keep in mind, though, is that an instance that is not visible will not be checked for collisions. Also visible applies to the entire object’s Draw event, so it is all or nothing. Still it is a simple way to draw or not draw an object.

What next?

If you’re familiar with other programming languages, you may be disappointed at the limits of the built-in functions for manipulating strings. There are a lot of things you can do more easily in other languages than in GML, unfortunately. Since GML only has two data types, strings are extremely important, but because games tend to focus more on graphics, sound, and interface, the average GameMaker developer can get by with the string functions that do exist, for the most part.

There are a number of useful GML scripts for doing more advanced things with strings that have been collected at gmlscripts.com. Many of the functions built in to more mainstream programming languages can be found there.

HTML5 Game Development With GameMaker published

Today Packt Publishing announced the publication of HTML5 Game Development with GameMaker by Jason Lee Elliott. I was involved with the creation of this book as a technical reviewer, and as such I’m intimately familiar with its contents.

While the book title refers to HTML5 games specifically, most of the content is applicable to any development in GameMaker Studio, regardless of your intended build target.

Some of the highlights include:

  • Numerous examples of the “Finite State Machine” pattern implemented as a system of related Objects
  • Building a Box2D physics-based game
  • Creating a particle system
  • Facebook integration
  • Flurry Analytics integration
  • How to publish your game on the web.

If you purchase through the link below, Amazon will compensate me for the referral.

GameMaker Project Rot

My recent project, Genes, had a bug in it which didn’t really matter too much: Male creatures were supposed to seek the nearest available female, re-targeting every few seconds. And so too with females. But for some reason, the males were not re-targeting any longer once all the females had become pregnant.

I spent some hours trying to debug this before I released it, and I suspected something about the instance_change() method, which I used to change a female creature to a pregnant female, was to blame, but when I tried running a few tests to see what was going on in the code, it was apparent that the pregnant females were truly turning back into normal females after birthing, and also that the male’s re-targeting clock was resetting, and that they should have been seeing these females as available but for some reason they just weren’t.

It wasn’t crucial to the Genes demo, since the female homing worked well enough to get the breeding cycle going, so I gave up and posted it as it was. Then, I updated GameMaker Studio on Saturday to 1.1.929, and re-ran the game and all of a sudden the males are exhibiting the correct behavior now.

I started reading through the changelog to see what might have fixed it, and noticed something else that was enticing to me: Blend modes have been added to WebGL!

I haven’t touched the project files for Karyote in since sometime late in September, when I finished working on the post-Ludum Dare compo enhancements for it. My great disappointment with the HTML5 build of Karyote was that the pretty color blends that I’d come up with for the Windows build weren’t able to be rendered.

This had really soured me on building HTML5 games. But now I could see if it would be worth while to release a new build.

I tried opening up the project to rebuild it, and GameMaker said it needed to do something to the files in order to continue, and when it did, the project was corrupted, and all my project assets were missing. :-(

Fortunately, I have backups.

I restored the project folder from a backup and tried opening it again, and this time it worked. That is, it didn’t corrupt the project this time, at least.

But when I ran the game, a number of things were still off. In the Windows build, for some reason, the player’s sprite isn’t drawn correctly. The script that composites the player’s sprite no longer correctly centers everything, so now the body is off-center from the tail and the particle effects. And the HTML5 build no longer renders enemies at all for some reason. You just start out in an empty universe with nothing every appearing apart from the player.

Worse, the player sprite seems to be drawn correctly in the HTML5 build. So, it appears that the runner is not behaving consistently, depending on the build target. Which means that despite promising to allow you to develop projects that you can build to whatever platform, you (still) really can’t, because the behavior will not be identical across all platforms. I can only hope that this inconsistency will be rectified soon. It really sucks to have a tool that advertises itself as giving you the capability to easily develop for multiple platforms with a single project, and not deliver on that.

I’m sure with a little investigation and a bit of time, I might be able to fix these issues. But as a developer it sucks to have to sink my time into tasks like this, rather than doing new development.

This is something I’ll need to look into further, but I have to say that it is dismaying not to have confidence in Game Maker updates. If an update can ruin a project like this, it makes me very nervous about upgrading. Any project that I’ve put serious amounts of work into, I don’t want to introduce bugs into because I updated the development environment. Of course, I also don’t want to be stuck on an old version of my development tools, either.

I don’t know what techniques programmers use to protect their project code from changes to the underlying framework or environment. I imagine a unit test suite would help, but it doesn’t seem feasible for GameMaker projects.

Apart from that, I am not sure what else professional developers who work in GameMaker do. If you have any suggestions, I would love to hear them.

Packt Publishing announces HTML5 Game Development With GameMaker

Packt Publishing has announced an upcoming new book, HTML5 Game Development With GameMaker, by Jason Elliott, tentative publication date in late April 2013.

I provided technical review/editing of the book, and so I can say that it should be a good book if you’re looking to get into the newer features of GameMaker Studio. While the book focuses primarily on HTML5, almost all of the book is generally applicable regardless of what platform you wish to target.

Highlights include:

  • Facebook integration
  • Pathfinding and Artificial Intelligence
  • State Machine design pattern
  • The new Box2D Physics system
  • Particle effects for any game
  • File I/O and HTML5 local storage.

GameMaker: Studio Builds to Ubuntu

YoYoGames announced today that they have released a new build target for GameMaker Studio: Ubuntu Linux. It’s great to see YYG supporting Linux as a target platform, even if GameMaker does not embrace opensource principles. To add the Ubuntu build target to GM Studio Pro, it’s $99; if you have a Master Collection, it’s a free addition.

Master Collection is becoming an increasingly good deal with all the additional components provided and any new ones that come out entitled to Master Collection licensees.

Any time YYG releases a major new feature for GameMaker, I revise my wishlist for what I’d like to see from them next. Here’s what I’d like to see in future releases of Game Maker:

  1. An upgrade path for developers with Professional to Master Collection.
  2. Native IDE for Linux and Mac OS developers. The day a Native IDE comes out, I may not need to boot Windows anymore.
  3. Flash build target. (I know HTML5 is supposed to be the future, but Flash is still a relevant platform.)
  4. Support for other source control, especially git.
  5. Integration of some standard, cross-platform GUI widget toolkit like Qt or GTK to make creating user controls and forms easier.
  6. Native XML support (not relying on extensions)
  7. Project templates for common types of games, eg platformer, rts, etc. with library or namespace-like built-in classes for common objects already implemented

DRM bug afflicts legitimate Game Maker Studio licensees

Game Maker Studio users should be advised of a potentially disasterous bug that can permanently disfigure their graphical resources.

I have (so far) been unaffected by this issue, and am unaware of what triggers it or who might be affected. From reading the story over at Gamemakerblog, it seems that it may have to do with Steam, but details are still unclear.

This is a good time to re-emphasize the importance of good backups. If you don’t have something to restore from, it’s sad, but you really only have yourself to blame for not having better backups.

GameMaker Studio even incorporates source control features that allow you to store your project resources in a Subversion repository. Anyone who uses subversion with their GameMaker projects should be pretty safe, as long as they have a version of their sprites checked in prior to the images being corrupted.

As well, it’s a good practice to maintain your graphics resources outside of your gamemaker projects. While useful, the built-in sprite editor is rudimentary, and many graphics artists prefer to work in a more robust professional quality tool, then import into GameMaker. If you work this way, you should still have your originals intact, and won’t be as badly affected by this problem.

I really hope that this incident will spur Yoyogames to look at its anti-piracy philosophy and find other controls that they can use to curb unlicensed use of the features that they reserve for paid licensees.

GameMaker Studio support for Windows 8 is here

YoYoGames announced today that GameMaker Studio has just added support for Windows 8, and will allow publishing of games to the Windows Store. Moreover, this is not a module that you’ll need to pay extra for; it’s included with the Standard editionand up for free.

I’m presently still skeptical about Windows 8, and plan to be staying on 7 as long as possible, hopefully transitioning to Linux/Mac OS X when the time comes, but I’m always happy when YYG provides GameMaker devs with a means to make money.

It’s CRAZY how quickly these developments have been coming from YYG. They’re really in high gear lately.