Within each event are blocks of code, either GML scripts and/or Drag and Drop elements depending on the user’s preferred method and experience. Although they cover a variety of situations including Create, Step (action per frame) and Draw, many advanced users tend to just use the aforementioned three events as the remainder of GameMaker’s events can often be handled within one of these event archetypes with scripts.
GameMaker handles all its code within a series of events. I may not go into as much detail on GameMaker functionality as I would if I were introducing the IDE. I am still very new to the Unity engine and before totally adopting it as my development solution I want to ensure that I make a proper comparison between it and GameMaker’s features by means of a case study: I decided to port my existing game Grit Grumble’s Happy Factory (GGHF) over to Unity and note the hurdles involved in the process.īefore getting into this blog I want to note that this discussion is directed towards people who are already somewhat familiar with GameMaker’s functionality and are interested in adapting to features in the Unity engine. There are some excellent changes coming to the GML language soon, including lightweight objects, but for the time being the language pales in comparison to more industry standard languages.
The important remaining question for me is whether Unity has suitable, accessible replacements for the features in my GameMaker Studio development pipeline and IDE. In many ways, it is significantly faster to get a project developed in the Unity engine as well: Unity features built-in input handing, support for conventional programming languages (C#, Javascript) as opposed to GameMaker Language (GML), and a well-supported 3D engine with VR capabilities.
Unity simply has more support thrown behind it as well as fewer financial barriers for developers looking to export to multiple platforms. GameMaker has been my primary game development tool for at least 10 years and it hasn’t been until recently that I’ve felt that simply using GameMaker for my development needs may not be the best way to go forward.
Velocity = lerp(velocity, 0, 0.I suppose in any major transition between updates or software there comes a series of hurdles involved in familiarizing oneself with how the new engine works. Velocity = clamp(velocity + _x_input, -max_velocity, max_velocity) Var _x_input = (keyboard_check(vk_right) - keyboard_check(vk_left)) * acceleration Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. Var _tile_top = tile_collide_at_points(_tile_map_id,, ) Var _tile_bottom = tile_collide_at_points(_tile_map_id,, ) Var _tile_left = tile_collide_at_points(_tile_map_id,, ) Var _tile_right = tile_collide_at_points(_tile_map_id,, ) Learn more about bidirectional Unicode velocity_array