In GameMaker, all of a game level's assets are contained in a room. In this video we setup our first room to use as our main game level.
- Starting in the new project that we created in the last video, we'll explore GameMaker Studio's user interface. If you need to reopen the project, you can double click the project.gmx file in your directory. The GameMaker user interface has a standard menu bar with a file menu and edit menu as well as a help menu. Some of the other menus, we'll cover as we go throughout this course. For the most part, we'll be working in the resource tree on the left side. We'll be using the sprites, sounds, backgrounds, scripts, objects, and rooms folder to store our resources.
The very first resource that we need to create in a GameMaker game is a room. A room acts as a level or the screen that you're presented with when you run the game. To create this, we could use the resources menu: create room. Or we could use the create room toolbar button, but what we're going to do is right click on the rooms folder in the resource tree and choose create room. In order to see the full room, I'm going to zoom out using the scroll wheel on my mouse and I can even reposition using the middle mouse button to center my room.
And then I can maximize the window to give us some more room. Notice that we're on the settings tab of the room editor. There's multiple tabs here, which we'll cover in other videos. For now, we're going to rename the room using a common naming convention in GameMaker which starts with an extension, either two letters or three letters, in this case, rooms are rn_ and since this will be our game level, I'll give the unique name of level. We want our game to be in more of a portrait mode so we're going to change the width and height to reverse them.
The width will be 768 and the height will be 1024. In GameMaker, the speed acts as the frame rate so instead of 30 frames per second, we'll increase this to 60 to get smoother game play. The room speed also indicates how many times an object is updated per second. To close and save the changes to our room we'll use the green check mark in the upper left. And you'll see that we now have a room level resource under our rooms folder. If we wanted to go back to the room editor, we would double click this.
If we want to close without making any changes, we hit the x. Now to see what our room looks like in Game, let's run it. We could use the run menu and choose run normally or what we'll do throughout this course, we'll use the toolbar green arrow. Our game will compile and then open up in a separate window. You'll see here that we have our blank room with a gray background and some black bars because our game is in portrait. There's not much to show right now but in the next video, we're going to create some more resources to add to our game.
- Creating a new GameMaker project
- Creating sprites
- Importing existing images
- Adding collisions
- Playing sounds
- Designing game levels
- Creating start and game over screens
- Exporting the game