This was super interesting! I installed Aseprite and Gamemaker a few weeks ago, watching all of your tutorials on pixel art to get myself up to speed. I've never coded a game or done pixel art before and your videos have been a huge help! I loved watching you learn the engine I'm currently learning and it gave me some ideas for my game.
I use game maker and like it quite a bit. I initially used it because unity didn't have autotiling which I wanted for my pet rpg project. Definately agree with you about the particles. I either keep them minimalist or I render them out in another program and import them. -My advice to newbies is don't be afraid to make objects for grouping purposes. Using With(Obj) will also grab the children of said object which is very effective. -For for loops in scripts don't use 'i'. use 'ii' or something. If you call that script in a for loop the script for loop will reset the event for loop. You have no idea how much I confused myself with this. -If you want to slide along walls but don't want the physics system there's a function called move and collide that might be what you're looking for. I didn't want the inconstancy of a physics system but trying to code sliding around the edges of walls was a real nuisance. -Child objects will inherited logic from the parent automatically. If you make an event you need event inherited() to get the parents event logic or it will overwrite. Two things about this is that the logic is event specific, so inheriting logic from a create event won't effect a step event. The other thing is the parents logic will run wherever you put event event_inherited(). You might be able to use that in some unique ways but otherwise keep that method at the top. -Final tip. Very easy to debug by just putting things in the gui. But be careful because you might lose track of you debug code if it gets spread over several objects. Whenever possible try to keep it to one spot. For me it's either the object I use for handling inputs or the player object.
Hi Adam, I’ve been following your videos for a few years and now I’m finally starting my own journey of making my own pixel art game. Your videos has been a big help in making me improve my own style and I want to thank you so much for teaching this thing for free. You’re a bless to the world of pixel art. May your life blessed with happiness and all your future projects be successful 😁
Just recently fou d your channel and content absolutely love it , gonna try and watch a couple streams, I've started my game Dev journey and your spart lessons are a god send, thank you and blessings all the way from South Africa
yes!! i found him a few months back, check out his pixel art tutorial, they’re incredible! This man fueled my passion for gamedev and got me on my feet, welcome man💪
Fair impressions taken, and I love it the game concept and feel, also man you rock it with that BGM for it. In 12 years I used some engines (Godot, Unity, Unreal, Clickteam Fusion, Construct, Pixel Vision 8, Defold, and some others) mostly dedicated those years to Godot, and Unity, a bit less UE. But never feel truly at home, until the past 2 years when I tried Game Maker, at first I didn't expect anything but failure, that's why I leave it far in the tail of my journey, but after using it I really feel comfortable with the workflow, their coding paradigm and the engine itself. It's far from perfect, but all resumes to just use what is good for the scope of your project or career objectives and gives you the results you want faster. And avoid falling in tribalism and supremacy. We have a large variety of engines and frameworks, that's the cool thing, a democratized ecosystem where maybe we have the right cozy room for you.
Adam: "Game maker was the first engine I ever used in 2006 in the early years of high school..." Me: "Oh yeah that's basically just like me/when I was using it! That's cool!" Adam: "...and a person born then would now be old enough to drink" Me: "Oh no. 😱"
MonoGame next? Poggers I think you'll like these code-only frameworks, it gives so much control. If you need some editor or pre-made Unity-like components you can use MonoGame with the Nez framework, it's so nice.
@@AdamCYounis thank you! starting my journey, messed with unity going to give gamekamer ago. Your one of the top channels I follow for learning appericate your efforts
How did you make the player go less as fast as normal? I have the walkspeed of the character set to 80% when moving diagonally, maybe you have a better solution.
Normalise the vector and multiply by move speed. Without this, at 45 degrees you would need to scale the speed variable for X and Y by 71% to be precise.
For me starting in 2012 with GM 8.0 PRO I can tell you a lot has changed and for the better. Just curious, besides the odd GUI we find cluttered, did you struggle with understanding how objects work? For those that don't know, an object is the template which makes it close to a "class", loosely based on OOP. Classes can be built using Nested arrays or structs/methods. Still need an "object asset" though.
I still don't think I "get" objects, really. I get the impression that in the long term I'd be writing code as if there wasn't any editor at all, just instantiating lots of structs to build virtual components under root objects. I don't think it would be so bad, but there's definitely a vibe of having to work around the engine than with it. I'd need a couple of months of development to really tell, I think.
@@AdamCYounis Objects just can't be treated like objects in OoP. Some people do it, but it always feels wrong to me. The way I see it, objects in GM are either "real" things that you see in-game (enemies, coins, player, etc), abstract controllers, or aux objects (like an object that after 5 seconds does a thing and destroys itself). There's also some inheritance. You can say that oEnemy is a parent of oSlime, and that means that oSlime inherits all the code from oEnemy (unless you tell it not to), and that whenever you reference oEnemy in code, you'll also be referencing oSlime. So there's some structure. But the engine really wants to be used in this quick, "hacky" way. For prototypes or simple games, it's amazing. But for bigger projects that rely on some internal structure, you have to work that into the engine. It never gets to the point you're describing though, at least in my many years of using it, it hasn't.
You know you are American when he says “I used that in 2006 and if that was a person today they would be old enough to drink” and you think heeeey that isn’t 21 years
Since you are a big pixel art guy, one of the best features i think you would find alluring is the "frame paint/erase" feature the GM sprite editor has. Make a couple of sprite frames, press the play button, and then start drawing stuff. Seriously its insane and amazing for doing things like fire, or general movement stuff. You can change the sprite speed as well to get more or less frame delay too (lower sprite speed = longer pixel art "motion blur" for example) Someone tried to make a version of it for aesprite too, but its a bit difficult to set up. Wish they would add it natively. Haha. Seriously try it out!
as a former wow player, if youre gonna use wasd for movement, you should also use 3 4 5 6 and v b n m for keybinds, personally i cant stand when people use wasd and then use things like shift and control ect
@@Selrisitai wow is an action rpg, not really related to strategy, and the key binds wouldnt necessarily be any different. having 5 as your main action button is just as intuitive as space bar, but it also allows vbnm to be used easily too
If you're interested, be sure to check out GameMaker here! : opr.as/GM-AdamCYounis
Adam's ability to manage his time always amazes me.
This was super interesting! I installed Aseprite and Gamemaker a few weeks ago, watching all of your tutorials on pixel art to get myself up to speed. I've never coded a game or done pixel art before and your videos have been a huge help!
I loved watching you learn the engine I'm currently learning and it gave me some ideas for my game.
I use game maker and like it quite a bit. I initially used it because unity didn't have autotiling which I wanted for my pet rpg project. Definately agree with you about the particles. I either keep them minimalist or I render them out in another program and import them.
-My advice to newbies is don't be afraid to make objects for grouping purposes. Using With(Obj) will also grab the children of said object which is very effective.
-For for loops in scripts don't use 'i'. use 'ii' or something. If you call that script in a for loop the script for loop will reset the event for loop. You have no idea how much I confused myself with this.
-If you want to slide along walls but don't want the physics system there's a function called move and collide that might be what you're looking for. I didn't want the inconstancy of a physics system but trying to code sliding around the edges of walls was a real nuisance.
-Child objects will inherited logic from the parent automatically. If you make an event you need event inherited() to get the parents event logic or it will overwrite. Two things about this is that the logic is event specific, so inheriting logic from a create event won't effect a step event. The other thing is the parents logic will run wherever you put event event_inherited(). You might be able to use that in some unique ways but otherwise keep that method at the top.
-Final tip. Very easy to debug by just putting things in the gui. But be careful because you might lose track of you debug code if it gets spread over several objects. Whenever possible try to keep it to one spot. For me it's either the object I use for handling inputs or the player object.
Hi Adam, I’ve been following your videos for a few years and now I’m finally starting my own journey of making my own pixel art game. Your videos has been a big help in making me improve my own style and I want to thank you so much for teaching this thing for free. You’re a bless to the world of pixel art. May your life blessed with happiness and all your future projects be successful 😁
Just recently fou d your channel and content absolutely love it , gonna try and watch a couple streams, I've started my game Dev journey and your spart lessons are a god send, thank you and blessings all the way from South Africa
yes!! i found him a few months back, check out his pixel art tutorial, they’re incredible! This man fueled my passion for gamedev and got me on my feet, welcome man💪
Wow ok I had no idea that method for detecting if something was inside a shape was a thing, thats incredible. Thank you so much for showing it
Yeah that was kinda genius, I’m definitely gonna start using that
Fair impressions taken, and I love it the game concept and feel, also man you rock it with that BGM for it.
In 12 years I used some engines (Godot, Unity, Unreal, Clickteam Fusion, Construct, Pixel Vision 8, Defold, and some others) mostly dedicated those years to Godot, and Unity, a bit less UE.
But never feel truly at home, until the past 2 years when I tried Game Maker, at first I didn't expect anything but failure, that's why I leave it far in the tail of my journey, but after using it I really feel comfortable with the workflow, their coding paradigm and the engine itself.
It's far from perfect, but all resumes to just use what is good for the scope of your project or career objectives and gives you the results you want faster.
And avoid falling in tribalism and supremacy. We have a large variety of engines and frameworks, that's the cool thing, a democratized ecosystem where maybe we have the right cozy room for you.
@sherekhangamedev ❤
Adam: "Game maker was the first engine I ever used in 2006 in the early years of high school..."
Me: "Oh yeah that's basically just like me/when I was using it! That's cool!"
Adam: "...and a person born then would now be old enough to drink"
Me: "Oh no. 😱"
Why Adam, why
2006 I was creating games in RPG Maker 2003.rsrs
don't worry, in the USA you still got another three years XD
Why not? we drink everyday
MonoGame next? Poggers
I think you'll like these code-only frameworks, it gives so much control.
If you need some editor or pre-made Unity-like components you can use MonoGame with the Nez framework, it's so nice.
You're awesome Adam, love your work
Does anyone know what program that he used in 09:43? Sort of like a creativity planning infinity board.
Super late, but I reckon it’s leonardo; Adam mentioned it in some in some his videos, such as one in which he describes the apps he uses
Whats that website/software you are using for notes?
WAHNG!
Can you link the tutorial for the UA-camr you watched tutorials from
Their channel is called @ShaunJS here on UA-cam.
@@AdamCYounis thank you! starting my journey, messed with unity going to give gamekamer ago. Your one of the top channels I follow for learning appericate your efforts
@@AdamCYounis Been playing with gamemaker for years now and he's been a monumental help.
Kinda late comment, but congrats on a released jam game! That's awesome ♥
How did you make the player go less as fast as normal? I have the walkspeed of the character set to 80% when moving diagonally, maybe you have a better solution.
Normalise the vector and multiply by move speed. Without this, at 45 degrees you would need to scale the speed variable for X and Y by 71% to be precise.
For me starting in 2012 with GM 8.0 PRO I can tell you a lot has changed and for the better.
Just curious, besides the odd GUI we find cluttered, did you struggle with understanding how objects work?
For those that don't know, an object is the template which makes it close to a "class", loosely based on OOP. Classes can be built using Nested arrays or structs/methods. Still need an "object asset" though.
I still don't think I "get" objects, really. I get the impression that in the long term I'd be writing code as if there wasn't any editor at all, just instantiating lots of structs to build virtual components under root objects.
I don't think it would be so bad, but there's definitely a vibe of having to work around the engine than with it. I'd need a couple of months of development to really tell, I think.
@@AdamCYounis Objects just can't be treated like objects in OoP. Some people do it, but it always feels wrong to me.
The way I see it, objects in GM are either "real" things that you see in-game (enemies, coins, player, etc), abstract controllers, or aux objects (like an object that after 5 seconds does a thing and destroys itself).
There's also some inheritance. You can say that oEnemy is a parent of oSlime, and that means that oSlime inherits all the code from oEnemy (unless you tell it not to), and that whenever you reference oEnemy in code, you'll also be referencing oSlime. So there's some structure.
But the engine really wants to be used in this quick, "hacky" way. For prototypes or simple games, it's amazing. But for bigger projects that rely on some internal structure, you have to work that into the engine. It never gets to the point you're describing though, at least in my many years of using it, it hasn't.
although gamemaker sprite editor is pretty basic, what i like about it is that it lets you draw while the animation is playing back
What app do you use for your planning doc?
Figma
@@AdamCYounis Thank you! Loving your videos
Really curious to know what software/app Adam uses for project management/scheduling? Does anyone know?
if i remember it right is a template he made on Figma, quite neat!
@@marinadefrancarodrigues979 thank you. I’ll look it up :)
Nice video. Gonna watch later
Soooo… gamemaker tutorials when 👀?
Kidding but would be awesome to see some from you. Might have to see if I can go back and see those streams
You know you are American when he says “I used that in 2006 and if that was a person today they would be old enough to drink” and you think heeeey that isn’t 21 years
oh my god por fin estas en game maker ok !!!
Since you are a big pixel art guy, one of the best features i think you would find alluring is the "frame paint/erase" feature the GM sprite editor has.
Make a couple of sprite frames, press the play button, and then start drawing stuff. Seriously its insane and amazing for doing things like fire, or general movement stuff. You can change the sprite speed as well to get more or less frame delay too (lower sprite speed = longer pixel art "motion blur" for example)
Someone tried to make a version of it for aesprite too, but its a bit difficult to set up. Wish they would add it natively. Haha. Seriously try it out!
عربي؟
as a former wow player, if youre gonna use wasd for movement, you should also use 3 4 5 6 and v b n m for keybinds, personally i cant stand when people use wasd and then use things like shift and control ect
Shift, space and control are very commonly paired with wasd in fps games
@@AdamCYounis indeed, wasd+shift+space is the most natural it could be
Ehh no
Wow is a semi-real-time action-strategy RPG, not an action game, so its key binds are naturally going to be different.
@@Selrisitai wow is an action rpg, not really related to strategy, and the key binds wouldnt necessarily be any different. having 5 as your main action button is just as intuitive as space bar, but it also allows vbnm to be used easily too
Love your content Adam