GameMaker Studio

Blue Tengu YouTube Title Card - Episode 42

Blue Tengu’s Live Game Development Show – Episode Forty-Two

Episode Forty-Two of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric converts all of our storage and memory-inefficient background images for the different stages in the game to tiles and lays them down in GameMaker. To save you from […]

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Blue Tengu YouTube Title Card - Episode 41

Blue Tengu’s Live Game Development Show – Episode Forty-One

Episode Forty-One Episode Forty-One of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric takes viewer Pandabitz suggestion to mix and match enemies and bumpers from different stages to create new rooms to challenge the player, including a cacti gauntlet,

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Blue Tengu YouTube Title Card - Episode 39

Blue Tengu’s Live Game Development Show – Episode Thirty-Nine

Episode Thirty-Nine Episode Thirty-Nine of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric lays the groundwork for Project Spaghetti’s day and night system. 0:00 Opening Credits 9:02 Live Show Intro 10:59 Today’s Goal 14:15 Overtime Tasks 15:32 Current State

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Blue Tengu YouTube Title Card - Episode 36

Blue Tengu’s Live Game Development Show – Episode Thirty-Six

Episode Thirty-Six Episode Thirty-Six of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric sets up stat tracking for Project Spaghetti, storing all of the information about how the player is doing from the number of bullets fired to the

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Blue Tengu YouTube Title Card - Episode 35

Blue Tengu’s Live Game Development Show – Episode Thirty-Five

Episode Thirty-Five Episode Thirty-Five of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric continues to work with GameMaker Studio timelines and paths to create an ending sequence for the game to reward players who make it through the many

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Blue Tengu YouTube Title Card - Episode 34

Blue Tengu’s Live Game Development Show – Episode Thirty-Four

Episode Thirty-Four Episode Thirty-Four of the live game development show that we do every week on Twitch.tv is up on our YouTube channel. This week, for Project Spaghetti, Eric creates the game’s opening by animating the appearance of the cowboy and enemies with GameMaker timelines and paths, then kicks off a brief tutorial firing and

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Blue Tengu - Project Spaghetti Cowboy

Moving to Object-Oriented Menus in GameMaker

Last week, we wrote about some of the menu support tasks we handled for Project Spaghetti in overtime. This week, we decided to make the switch from the hand-coded coordinate system to a more object-oriented approach. What this means is that we no longer have to manually write down coordinates for where we want things

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Blue Tengu - Project Spaghetti Cowboy

Adding Mouse Support to Project Spaghetti’s Menus in GameMaker

We got a lot done for mouse support over the last week with a little overtime, so we’d better step you through the changes to expect after last week’s episode. First, we brushed up the mouse movement effect, giving it a slightly different look when being held down as opposed to first being clicked. We

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Blue Tengu - Project Spaghetti Cowboy

Adding Mouse Controls to GameMaker

After finishing off the gamepad controller implementation in Project Spaghetti last week, we’re on to the mouse controls. Although Project Spaghetti is an action game and a good fit for the keyboard or controller, if we can manage a solid mouse-based user interface, it shouldn’t be a big leap to implement touch controls for mobile

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Project Spaghetti Options - Control Configuration

Player-Defined Key and Button Binding in GameMaker

After laying the foundation for player-defined key binding in Project Spaghetti during last week’s episode of the game development show, we put in a hefty chunk of overtime to get the binding options working for the keyboard as well as for the controller. As anyone who watched last week’s episode knows, setting up key binding

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