A downloadable asset pack

A basic project shell for Gamemaker that includes:

  • Gamepad analog and digital joystick input detection for up to four players
  • Support for keybinding, up to four players (if they're on controller)
  • A custom camera system which features direct control, object following with basic camera shake effects, manually controlled on-rail sequences, and automatic on-rail sequences with unique effects
  • Support for resolutions up to 1920x1080 (I don't own a 4K or Ultrawide monitor, sorry), as well as a native resolution matching system that can detect when a player is running the game on a smaller or larger sized monitor than they originally were
  • *NEW FOR VERSION 2.0*: Complete split-screen functionality!

Amateurish stuff cobbled together from a series of tutorials (listed below) overall, but since I'm going to be using this as the basis for my projects going forward, I figured I'd share it.

If you were aware of my janky, broken, and unfinished menu extension from a couple of years ago, this extension combines most (if not all) of the secondary features I included.

I'm offering this for free as the foundation for many of these systems are the tutorials and forum post(s) below:

  • Gamepad Input by Heartbeast (I updated this decade-old script to be less redundant and have more practical functionality with GMS2/Gamemaker/Whatever you call it now. Since my work was based on Heartbeast's, though, I owe him credit)
  • Gamemaker forum users nacho_chicken and poliver's response to this thread I found on the forums three years ago. Seriously helpful stuff; I couldn't have done any of this without them.
  • GMS2 Cameras: As Simple As Possible by PixelatedPope (I slightly modified the code for this to allow for a larger amount of resolutions through a fixed array without needing to resort to the limited algorithms that he uses in this video. While I adore the work he's done here, I have to admit that the limited functionality is what made me try and update by older project, and by extension, what brought me to carve this shell out of a project that I've been stagnating on for a month at this point. All of the camera modes were added by me, and you can probably tell.)
Updated 1 day ago
StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorFIREWORK ENEMA
TagsGameMaker

Download

Download
laurensBasicShell_9-02-2024_2.yymps 419 kB

Install instructions

Download the .yymps file on offer. Open up Gamemaker, login if you need to, open the project you wish to apply this to (the closer it is to being completely empty, the better), select 'Tool' from the toolbar, and click on Import Local Package. Navigate to where you saved the .yymps file and import everything. Nothing in this asset pack is filler, and I included no examples. Before you do anything else, go back to Tools and click on Audio Groups. Create two groups, both called agMusic and agSFX. Under the Asset Browser, open the Sound folder and select both of the included sound files. Assign music_temp to agMusic and sfx_temp to agSFX. Observe the initialization object and modify it as you see fit (all of the relevant code will be located in the Game Start event). If you intend to utilize any debug options, enable the debug variable found in the initialization file in the IDE before you test your project for the first time. Don't forget the disable this before you release your game to the public! Do the same for the INPUT object (the Game Start and Step events are where you'll want to be looking). 

If the Macros I've created don't work for you because Gamemaker forgot to take its meds again, simply go through the painstaking and meticulous process of replacing the names of those macros with anything you like and then changing all references to the old names to those. All of those will be located within scripts with the title format of "MACROBATCH" before the relevant information. It is important that you only modify the name of the macros themselves or add any extra ones you need. Do not try to format these scripts as actual functions; they've been laid out in such a way that they're immediately executed as soon as the game starts.

One final, important reminder for all of the eager pre-teens/teenagers looking at this (I was you once!) that this will not automatically create a game for you. It is simply the bedrock for projects to grow off of. You need to put actual work in. Please be realistic while assessing the work I've done here (and harsh if you need to be because I'm not particularly talented).

Development log

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