I've been trying to make a digital version of the board game I've created and since I have been using a mechanic where everything is dependent on cards, your tutorial has helped me a lot in figuring out how to make things work. Thanks!
Do you think you would update the tutorial series someday? With the many updates GameMkaer has gotten over the years, you could make use of the new functions they added, and even cover other card games like Yu-Gi-Oh, Magic, and the like.
This a great video i always wanted to make a video game about cards in gamemaker and finally i encounter a tutorial video thanks for this video really thank you(i not write englhis very well)
Dude, thank you a lot ! This is exactly what i needed for my school project )) Also, good luck with the channel ! You explain everything clearly and understandably
That's extremely interesting! I have a couple of questions: - Does GameMaker have easy multiplayer features? Even if it's turn-based. - Have you shared the full project so we don't have to start from scratch?
Just starting this series. Very good. The cursor tool isn't very useful, eyeballing it on a high-resolution screen put immense strain on the eyes and yielded few rewards. Would recommend simply creating a pointy object (like a square or arrow) and designating a corner as the reference point (instead of middle-centre for the others). Then we can move it and look at the inspector for the exact position, it's much clearer and the smart AI can help identify borders in images, allowing you to snap to it without grids. Otherwise, great tutorial, moving on.
Im having trouble with the "draw_sprite(sprite_array....." At 32:00 an error code is telling me the variable index 3 is out of range. Ive been scouring the internet looking for solutions ....send help😢
Concerning the spriteArray[] array: can the same system be used for subimages as well? That way, we can group cards into multiple sprites, which allows us to use fewer sprites while also having some flexibility over what card to choose. I'm using YuGiOh as an example, but I'm sure it can be applied to other card games as well. Let's say we have three sprites with five subimages each: one sprite is for Monsters, one for Spells and one for Traps: spriteArray[i++] = sprCardsMonsters; spriteArray[i++] = sprCardsSpells; spriteArray[i++] = sprCardsTraps; Once the sprites are set up, we wanna choose which subimage of each sprite to use. After setting i back to 0, we could have something like this: imageArray[i++] = 0; imageArray[i++] = 2; imageArray[i++] = 4; In this example, the first imageArray[] gets the first subimage of sprCardsMonsters, since 0 can be used as a valid ID. Following this logic, the second imageArray[] gets the third subimage of sprCardsSpells, while the thrid imageArray[] gets the last subimage of sprCardsTraps.
Finally - I found a tutorial to something like this. I really enjoy your voice! Thanks for making this helpfull tutorial! (I'd be glad if you could send a link to the Images youz used because i cant seem to find a gamemap like this!)
MrBbkymm absolutely, we have lightly touched over it later in the series, but the object of this series is to get to a point where both our games, if you follow the whole series, will be able to communicate and play with each other.
I'm okay at python but the second I open up any game engine it's like someone put nuts and bolts on a table and told me to build a space shuttle lol. Thanks for making tutorials
Hey, Todd. I'm struggling at around the 42 minute mark. When creating my hand, I can't get it to show up. I've used the sprite array script as well as copy and pasting the list of sprites in both draw boxes and still nothing. I've double checked the coordinates and I don't think it's that.
Say, the link for the drive for the sprites is now broken. I'm using a different field already, but for future people seeing this video, it might be good to provide a link to somewhere else the playmat at least can be found.
Quick question, how do you get the sprites for the sprite array when the sprite has multiples subimages? I'm using this tutorial for a custom YuGiOh format, and I want to group the different cards into the booster packs they belong to instead of having a single sprite for all individual cards.
@@byetodd Booster packs are represented as sprites, with each card in the pack being a sub-image. Imagine creating a sprite for a menu in a platformer, and each subimage of that sprite is used for a different part of the menu, like the "back" and "confirm" options. If you know what I mean. For example, if I were to create the booster pack "Booster 1", then I create a sprite with the name "sprCardsBooster01", then import each card included in that pack as a subimage.
Through gamemaker it’s hard to do. If I ever find a way to easily do it, I would, but who knows when that might be. This whole tutorial needs to be updated.
I see. btw I'm having a hard time tryng to copy this tutorial my " draw_sprite(spr_back, -1, deck_x+.4*i, deck_y-.4*i); "won't work. It doesn't look like a pile of cards nothing happens. codes are perfectly copied and the whole process except for I didn't have arrays coz I haven't created more cards yet
By the way, at 43:20, when I inputted the code, the cards at hand disappear. I have tried to tinker with the space between cards and also replacing the 'i' with other numerical values, where 6 is the maximum amount before the card disappears off the screen, and even if I input a number less than 6, there is only 1 card that appears, instead of a line of three of them like in the video. *halp again pls*. EDIT: Nevermind, I *kinda* fixed it by setting the x value as a negative number. Will this interfere in anything else. Sorry for this.
Hey Eternal, would you still like to send me an image of what you see to my twitter or email (byetodd@gmail)? If you do, send me a snippet of the code as well.I wouldn't get to hung up on this because later in the series we change how we represent our hand to be more dynamic.
Look at 23:16. We match the card numbers to certain positions in data arrays. So squirtel, we have as card number 1, charmander is 2, etc. In the sprite array, squirtle sprite will be at his card number position, 1, and charmander at card number position 2 in the sprite array. We will use this same method to pull names, attacks, health points, etc. in other data arrays. Does this make sense?
I am also having this issue. It might be due to changes with 2.3, but I am not sure. GMS2 tells me that #macro is not being used. I followed everything to a tee in this video and I can't get it to work.
You should. Is it a game of your own, the DB Super card game, or the older ones? As long as you try to understand the theory of it, you should be able to make any card game.
@@byetodd more like I would like to Include DBZ and dbs both the series, and some custom cards too, but if you say, I will try my best...thank you for fast reply
@@foozle1up9 I would recommend following this series and participate in making the game that the series is working on. At the same time build the game you want. For example, watch part 1, code part 1 of the pokemon game, then before moving to part 2, do everything in part one for the game you want to make. If you have any question on how to do something different, i can give you tips.
@@byetodd Both. Very badly. Edit: For example, my basic cards (a class of cards) have a description of them, which I can barely read due to all the pixelation. And the art becomes 8 bit-like.
Eternal Warfare the view from our hand will be to small to see the details. Later in the series we create previews so that the player can view and read the cards. The back ground should not be pixilated. Could you send me a picture of what your seeing on Twitter?
Thanks so much for this video tutorial. I teach Gamemaker to Year 10s in South Australia. I have a student who is following your video and he asked me to help him. I was wondering if it is possible for you to send to me a yyz file so that I can help support him without doing the whole video myself. I don't want to give him the entire project, it just would make it easier for me to help him to debug his errors.
@@byetodd Never mind I ran across something I didn't think of that I failed to realize as an error. My original plan was to use an array of objects with a switch statement which gets messy in the long run with such things as having to tell the switch statement to change it's positioning to another section in the switch statement which would ruin the random state of the game and not fix the issue but rather create another set of issues to fix. Over all at first couple runs it looked fine but rather 20 or more go at the system I realized my flaws with my system.
SoundRogue wow, I mis read your first comment xD sorry I thought you said that you did something similar. Are you interested in coding your own card game? I’d be interested to hear how you do it. There is a small discord of people who are interested in card game making if you wanna join; the link is in the description.
@@byetodd As someone that is not that knowledgeable on code itself, It would be helpful to have a link or increased sized display of the lines of code due to the lines being slightly blurred.
Hello! for some reason, the first object to place coordinates in the room is not working for me. I get an error code when I begin the game. What have I done wrong? Here is the input code I used from the video. It tells me that "Unassigned variable string referenced" draw_text(100, 200, String(mouse_x) + " " + String(mouse_y));
This has been fantastic, I was having issues and was going to pivot to a bland platformer but my heart is creating a card game
I've been trying to make a digital version of the board game I've created and since I have been using a mechanic where everything is dependent on cards, your tutorial has helped me a lot in figuring out how to make things work. Thanks!
Does gamemaker studio 2 allow for android games? I never used it yet
Amazing videos, thank you :) Absolutely the best resources out there for anyone wanting to make a card game in GMS2.
Just started this series, first video was great. Thanks a lot! Let's go for the next one :)
Do you think you would update the tutorial series someday? With the many updates GameMkaer has gotten over the years, you could make use of the new functions they added, and even cover other card games like Yu-Gi-Oh, Magic, and the like.
subscribed! Looking forward to the next installment thanks.
Thank you so much for explaining everything!! This made it very clear for me and I'm a bigg noob in game maker and html
This a great video i always wanted to make a video game about cards in gamemaker and finally i encounter a tutorial video thanks for this video really thank you(i not write englhis very well)
Awesome! Hope the series helps.
I was looking months for it, greetings from Brazil
Welcome to the party! Leave a comment if you need help with any of the topics.
Dude, thank you a lot ! This is exactly what i needed for my school project ))
Also, good luck with the channel ! You explain everything clearly and understandably
That's extremely interesting! I have a couple of questions:
- Does GameMaker have easy multiplayer features? Even if it's turn-based.
- Have you shared the full project so we don't have to start from scratch?
multiplayer is not easy the only easy multiplayer is split screen
The drive doesn't work.
What dimensions in pixel for the first sprite?
short, great explained awesome :)
Just starting this series. Very good.
The cursor tool isn't very useful, eyeballing it on a high-resolution screen put immense strain on the eyes and yielded few rewards. Would recommend simply creating a pointy object (like a square or arrow) and designating a corner as the reference point (instead of middle-centre for the others). Then we can move it and look at the inspector for the exact position, it's much clearer and the smart AI can help identify borders in images, allowing you to snap to it without grids.
Otherwise, great tutorial, moving on.
Amazing! thanks for this tutorial :D
Thank you, they'll keep coming.
Very good tutorial, subscribed =D
'Preciate it! Be sure to tell me how you feel about the other ones!
Im having trouble with the "draw_sprite(sprite_array....." At 32:00 an error code is telling me the variable index 3 is out of range. Ive been scouring the internet looking for solutions ....send help😢
Concerning the spriteArray[] array: can the same system be used for subimages as well? That way, we can group cards into multiple sprites, which allows us to use fewer sprites while also having some flexibility over what card to choose.
I'm using YuGiOh as an example, but I'm sure it can be applied to other card games as well.
Let's say we have three sprites with five subimages each: one sprite is for Monsters, one for Spells and one for Traps:
spriteArray[i++] = sprCardsMonsters;
spriteArray[i++] = sprCardsSpells;
spriteArray[i++] = sprCardsTraps;
Once the sprites are set up, we wanna choose which subimage of each sprite to use. After setting i back to 0, we could have something like this:
imageArray[i++] = 0;
imageArray[i++] = 2;
imageArray[i++] = 4;
In this example, the first imageArray[] gets the first subimage of sprCardsMonsters, since 0 can be used as a valid ID. Following this logic, the second imageArray[] gets the third subimage of sprCardsSpells, while the thrid imageArray[] gets the last subimage of sprCardsTraps.
Yes
make more please this is great
There is 27+ more lol
@ByeTodd i can't download the sprites, the link is not working.. please help me
Finally - I found a tutorial to something like this. I really enjoy your voice! Thanks for making this helpfull tutorial!
(I'd be glad if you could send a link to the Images youz used because i cant seem to find a gamemap like this!)
Reach out to me on twitter. When I get off from work and remember, I will follow up with you on there. Feel free to remind me in 5 hours.
@@byetodd Followed you :D Thanks for the fast response!
Excellent work! Will you also explain the multiplayer part? thanks!!
MrBbkymm absolutely, we have lightly touched over it later in the series, but the object of this series is to get to a point where both our games, if you follow the whole series, will be able to communicate and play with each other.
@@byetodd I will become Patreon next month! I need to create a card game!
MrBbkymm that would be awesome. I’ll do everything I can to help you with your journey.
hello! i've been watching this series for a while, and i'm trying to piece my own card game together. is there any way to contact you for advice?
The discord should be linked in the description.
@@byetodd oh...so it is...i am blind =P
Great Tutorial Playlist!!!
I have a question... is this tutorial compatible with GMS 1.4?
I don’t know the differences between the two, sorry.
No problem, I'll try it there, but I hope so haha
Thanks by quick answer
Just starting this tutorial. Is there an alternative link for the sprites?
Your screen was too far when you recorded. Some things can't be read D: but it looks amazing. Is there any repository of this project?
Make sure you have the stream at the highest resolution. It was my first programming video, as I progressed, it got better.
@@byetodd nice. I will watch all videos in this playlist until I make my own game. Keep up with the good work
Is there something like this for other card games? Like transformers?
I'm okay at python but the second I open up any game engine it's like someone put nuts and bolts on a table and told me to build a space shuttle lol. Thanks for making tutorials
Hey, Todd.
I'm struggling at around the 42 minute mark. When creating my hand, I can't get it to show up. I've used the sprite array script as well as copy and pasting the list of sprites in both draw boxes and still nothing. I've double checked the coordinates and I don't think it's that.
More Medic what are the coordinates that you are using?
Say, the link for the drive for the sprites is now broken. I'm using a different field already, but for future people seeing this video, it might be good to provide a link to somewhere else the playmat at least can be found.
Quick question, how do you get the sprites for the sprite array when the sprite has multiples subimages? I'm using this tutorial for a custom YuGiOh format, and I want to group the different cards into the booster packs they belong to instead of having a single sprite for all individual cards.
What do cards from different booster packs have to do with its sprite?
@@byetodd Booster packs are represented as sprites, with each card in the pack being a sub-image. Imagine creating a sprite for a menu in a platformer, and each subimage of that sprite is used for a different part of the menu, like the "back" and "confirm" options. If you know what I mean. For example, if I were to create the booster pack "Booster 1", then I create a sprite with the name "sprCardsBooster01", then import each card included in that pack as a subimage.
@@nikopalad6744 we may accomplish this differently. This was how I did packs:
ua-cam.com/video/UMDSVO683MM/v-deo.htmlsi=cWGCp0VNJoC4MGZQ
Good video!
can you show us a tutorial of how to turn this/ make a game like this for android/ios?
Through gamemaker it’s hard to do. If I ever find a way to easily do it, I would, but who knows when that might be. This whole tutorial needs to be updated.
I see. btw I'm having a hard time tryng to copy this tutorial my " draw_sprite(spr_back, -1, deck_x+.4*i, deck_y-.4*i); "won't work. It doesn't look like a pile of cards nothing happens.
codes are perfectly copied and the whole process except for I didn't have arrays coz I haven't created more cards yet
By the way, at 43:20, when I inputted the code, the cards at hand disappear. I have tried to tinker with the space between cards and also replacing the 'i' with other numerical values, where 6 is the maximum amount before the card disappears off the screen, and even if I input a number less than 6, there is only 1 card that appears, instead of a line of three of them like in the video. *halp again pls*.
EDIT: Nevermind, I *kinda* fixed it by setting the x value as a negative number. Will this interfere in anything else. Sorry for this.
Hey Eternal, would you still like to send me an image of what you see to my twitter or email (byetodd@gmail)? If you do, send me a snippet of the code as well.I wouldn't get to hung up on this because later in the series we change how we represent our hand to be more dynamic.
Question: at 36:04, how does the program know squirtle is 1 and charmander is 2 at hand[i] = 1 & hand[i] = 2 respectively?
Look at 23:16.
We match the card numbers to certain positions in data arrays. So squirtel, we have as card number 1, charmander is 2, etc. In the sprite array, squirtle sprite will be at his card number position, 1, and charmander at card number position 2 in the sprite array. We will use this same method to pull names, attacks, health points, etc. in other data arrays.
Does this make sense?
@@byetodd Yes. Forgot about array index rules for a sec. thank you for responding
A$APshaman anytime.
How did you type code? The "Draw" window doesn't let me type.
Make sure you are not using the “drag and drop method” you need to be in a GML window.
I didn't get the error at 39:05 but I continued and now none of my cards show is there a way to fix this?
I am also having this issue. It might be due to changes with 2.3, but I am not sure. GMS2 tells me that #macro is not being used. I followed everything to a tee in this video and I can't get it to work.
aaaandddd...subscribed
Awesome! Stay tuned, i should have part two up next weekend.
New sub!
YellowBroZ awesome!
I am looking to make dragon Ball z tcg game much like Pokemon tcg... following this tutorial, will I able to make it? Btw subbed😉
You should. Is it a game of your own, the DB Super card game, or the older ones? As long as you try to understand the theory of it, you should be able to make any card game.
@@byetodd more like I would like to Include DBZ and dbs both the series, and some custom cards too, but if you say, I will try my best...thank you for fast reply
@@foozle1up9 I would recommend following this series and participate in making the game that the series is working on. At the same time build the game you want. For example, watch part 1, code part 1 of the pokemon game, then before moving to part 2, do everything in part one for the game you want to make. If you have any question on how to do something different, i can give you tips.
tutorial good.. but ZOOM IN ON CODE next time, please... Or change your display resolution
Can anyone please reupload sprites?
Is it just me or when I run the game the graphics become just sh*te? And if possible, is there a way to fix this?
So the sprite quality is degraded? What specifically is worsening? Background, card sprites, both?
@@byetodd Both. Very badly.
Edit: For example, my basic cards (a class of cards) have a description of them, which I can barely read due to all the pixelation. And the art becomes 8 bit-like.
Eternal Warfare the view from our hand will be to small to see the details. Later in the series we create previews so that the player can view and read the cards. The back ground should not be pixilated. Could you send me a picture of what your seeing on Twitter?
@@byetodd Ah darn, I don't have Twitter. Facebook?
Object: obj_hand Event: Create at line 23 : macro CARDMAX is already defined
why?
🤷🏽♂️ it’s been a long time. Create a card game 2.0 is coming out soon!
@@byetodd Thanks!
Thanks so much for this video tutorial. I teach Gamemaker to Year 10s in South Australia. I have a student who is following your video and he asked me to help him. I was wondering if it is possible for you to send to me a yyz file so that I can help support him without doing the whole video myself. I don't want to give him the entire project, it just would make it easier for me to help him to debug his errors.
Let me look into it.
For the deck you could just use an object based array like what I did; it's quite simple.
SoundRogue what did you did? Did you code your own card game?
@@byetodd Never mind I ran across something I didn't think of that I failed to realize as an error.
My original plan was to use an array of objects with a switch statement which gets messy in the long run with such things as having to tell the switch statement to change it's positioning to another section in the switch statement which would ruin the random state of the game and not fix the issue but rather create another set of issues to fix.
Over all at first couple runs it looked fine but rather 20 or more go at the system I realized my flaws with my system.
SoundRogue wow, I mis read your first comment xD sorry I thought you said that you did something similar. Are you interested in coding your own card game? I’d be interested to hear how you do it.
There is a small discord of people who are interested in card game making if you wanna join; the link is in the description.
@@byetodd As someone that is not that knowledgeable on code itself, It would be helpful to have a link or increased sized display of the lines of code due to the lines being slightly blurred.
@@donellebullock7404 I would recommend starting the new tutorial instead of following this one
Hello! for some reason, the first object to place coordinates in the room is not working for me. I get an error code when I begin the game. What have I done wrong?
Here is the input code I used from the video.
It tells me that "Unassigned variable string referenced"
draw_text(100, 200, String(mouse_x) + " " + String(mouse_y));
Do you have a space between string and (mouse_y)? The error should give you a line at where the error is. Is this code what is at that line?
Pokemon TCG
it is soooo easy to click zoom :(
its dam near impossible to follow you when the text is so small.
Please remake thiss :(
Channel 3 this was the first video, didn’t know it was going to be a problem until after. This isn’t an issue a few videos in.
ByeTodd thank goddd the amount of times I confused an equal sign for a minus sign makes me question my vision DX
Too quiet.
unity
MANGA ANIME BOOK COMIC ?