Как сделать свой андертейл в game maker

Обновлено: 04.07.2024

Damn, is that all? Let me just write you a few hundred pages to answer your questions.

Start by making Pong. Then maybe a simple platformer. Then random other stuff for five years. And then you'll be good enough to start thinking about making an Undertale clone, haha. You need to start much smaller. What have you made so far?

Also, this is in the wrong forum.

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[1] the intro can just be a single sprite with each frame being a subimage of that sprite. in the object, you can set an alarm to increase the subimage by one until depleted.

you can then add all sorts of fancy stuff like fading the image, and so on, etc. at your own discretion.

[2] idk im not good at quests and cutscenes all i can think of is object that controls the behavior and timing of everything. e.g. when the player enters the room 'phase = 0;', when the player reaches a certain part of the room 'phase = 1;' in which it spawns Flowey and the textbox.

you can take a look at different setups for quest progression to get an idea, like here. just google

Как сделать свой андертейл в game maker

23 сен. 2015 в 8:32

I was curious to know what software was involved in making Undertale. If it was something as simple as GameMaker, then I'd be seriously impressed.

Don't get me wrong though, I'm impressed anyway.

23 сен. 2015 в 8:53 It was indeed GameMaker! I'm not sure what software was used for music composition etc., but the game itself was made in GameMaker 23 сен. 2015 в 11:05 It was indeed GameMaker! I'm not sure what software was used for music composition etc., but the game itself was made in GameMaker 23 сен. 2015 в 17:32 It was made in Gamemaker, though towards the end he migrated it from one version to another. If it interests you, consider that Gamemaker Pro is part of a humble bundle right now, in the $6 tier (with the top price tier including the android export thing). 23 сен. 2015 в 17:34 23 сен. 2015 в 17:42 Yeah. I don't remember the details but it was on his twitter somewhere. I think it was an upgrade from a standard edition to a pro studio edition or something. It involved a bunch of bugfixing because the jump caused a bunch of stuff to break. I suck at stuff like twitter, so searching his feed might help. 23 сен. 2015 в 18:00 Appreciate it. It's just kind of inspiring to know that such a good game could be made with a cheap program like Gamemaker. Makes me wanna try my hand at development. Lol. 23 сен. 2015 в 18:10

Yeah. I got majorly inspired too. I've always been the kind of idea tank that has great ideas but that are in very limited scope, and lacked the patience to knit them together in a coherent manner, as well as the patience to hone my creativity (or just learn to code).

My first stop is going to be making a bunch of cruddy minigames to experiment with the various things GM can do (and learn how to operate them, naturally). Need to see if I really have the mind for it. Though I also need to learn how to make all the base assets needed for a complete game, even if it's a non-commercial hobby grade game. Music is the one thing I have negative talent in, so that's going to be one long, steep, painful process. Visual assets I can stumble through. Coding is the big mystery here.

That's the cool part about that one humble bundle. You get the pro package of GameMaker but also source code for a bunch of titles made on it, so you can tinker, experiment and reverse engineer until you hopefully grasp some of the workings.

23 сен. 2015 в 19:45

The other thing is Gamemaker was never exactly a "limited" program anyway. In fact, it's basically just like any other programming language, but with the framework for easier game development. It just feels limited because you only have a set of commands for certain actions, but you can totally do whatever you want if you get more involved with the scripting.

To put this in perspective, remember that Shut Up and Jam Gaiden, Spelunky, and Hotline Miami are all Gamemaker games. It's not the language; it's how you use it!

14 ноя. 2015 в 23:29

Yeah. I got majorly inspired too. I've always been the kind of idea tank that has great ideas but that are in very limited scope, and lacked the patience to knit them together in a coherent manner, as well as the patience to hone my creativity (or just learn to code).

My first stop is going to be making a bunch of cruddy minigames to experiment with the various things GM can do (and learn how to operate them, naturally). Need to see if I really have the mind for it. Though I also need to learn how to make all the base assets needed for a complete game, even if it's a non-commercial hobby grade game. Music is the one thing I have negative talent in, so that's going to be one long, steep, painful process. Visual assets I can stumble through. Coding is the big mystery here.

That's the cool part about that one humble bundle. You get the pro package of GameMaker but also source code for a bunch of titles made on it, so you can tinker, experiment and reverse engineer until you hopefully grasp some of the workings.


I also want to make games but I lack the skills.. Music is my strong suit though. :)

Yeah. I got majorly inspired too. I've always been the kind of idea tank that has great ideas but that are in very limited scope, and lacked the patience to knit them together in a coherent manner, as well as the patience to hone my creativity (or just learn to code).

My first stop is going to be making a bunch of cruddy minigames to experiment with the various things GM can do (and learn how to operate them, naturally). Need to see if I really have the mind for it. Though I also need to learn how to make all the base assets needed for a complete game, even if it's a non-commercial hobby grade game. Music is the one thing I have negative talent in, so that's going to be one long, steep, painful process. Visual assets I can stumble through. Coding is the big mystery here.

That's the cool part about that one humble bundle. You get the pro package of GameMaker but also source code for a bunch of titles made on it, so you can tinker, experiment and reverse engineer until you hopefully grasp some of the workings.

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"GameMaker's systems were easy enough to approach as a novice and are now so second-nature to me that I'm comfortable tackling larger-scale problems that I wouldn't have dreamt of four years ago."

“Using GameMaker's in-built tools let me understand the role they play in game development and gave me the foundations I needed to go on to recreate any of them for myself in larger contexts. It was the perfect stepping stone for me to go from knowing nothing to feeling like I am an experienced games programmer.”

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Used by indie developers, professional studios, and taught at schools, colleges, and universities worldwide.

"GameMaker's systems were easy enough to approach as a novice and are now so second-nature to me that I'm comfortable tackling larger-scale problems that I wouldn't have dreamt of four years ago."

“Using GameMaker's in-built tools let me understand the role they play in game development and gave me the foundations I needed to go on to recreate any of them for myself in larger contexts. It was the perfect stepping stone for me to go from knowing nothing to feeling like I am an experienced games programmer.”

"GameMaker basically taught me how to make games."

"Everything I know about programming I learned thanks to GameMaker. It was my very first coding experience and I'm glad I stuck with it. The GameMaker community is also vast and there's tons of content in forums and tutorials, which made the learning process a lot less scary."

"Honestly, without GameMaker, I probably wouldn't even have gotten to the hobby stage of game development. It gave me an approachable way to get into game dev and realise my ideas, that I otherwise couldn't have."

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