GameMaker

Workspaces:

Inspector:

Assets:

Debug:

Sprites:

Open Editor:

Import:

Import Strip:

Edit Image:

Properties:

Texture Settings:

Collison Mask:

Nine Slices:

Rooms:

Tags:

Layers:

Background:
Instance:
Tile:
Path:
Asset:
Effects:
UI:

Persistent:

Clear Display Buffer:

Creation Code:

Instance Creation Order:

Viewports and Cameras:

Room Physics:

Instances:

When an object is dragged into a room it becomes an instance. Multiple instances of an object can exist in the same room, each instance can be modified separately and do different things.

Creating:


Drag an object onto an instance layer in the room editor.

Create at runtime using the functions instance_create_depth() and instance_create_layer().

Add it to a sequence in the sequence editor, then add the sequence in the room editor or through code.

Add it to a room that it's not currently in using room_instance_add().

Deactivating:

Functions:

Alarms:

Objects:

Lets you define how something in your game behaves (ex. player or enemy). Essentially the base template for an instance. Are never present in a room directly, instances of objects are placed in rooms.

If an object is changed none of its current instances will change, only instances created after the change.

Functions:

Events:

Moments in game loop that happen based on what you have programmed.
To add an event click the add event button.

Create:
Code that is ran when an instance of that object is first created. Good for initializing variables, start timelines, or set paths etc.
Destroy:
Clean up:
Step:
Alarm:
Draw:
Mouse:
Key Down:
Key Pressed:
Key Up:
Gesture:
Collision:
Other:
Asynchronous:

Parents and children:

Physics:

Density:

Restitution:

Collision group:

Linear Damping:

Angular Damping:

Friction:

Sensor:

Star Awake:

Kinematic:

Modify Collision Shape:

Variable Definitions: