GAME MAKER STUDIO TUTORIAL
THE CLOWN GAME
GAME MAKER STUDIO 1.4

GameMaker Version
1.4.1749
1 – Create
a clown sprite
· Name:
spr_clown
· Load
image file from Resources folder
2 – Create
a wall sprite
· Name:
spr_wall
· Load
file from Resources folder
3 – Create
a bounce sound
· Name:
snd_bounce
· Load
file from Resources folder
4 – Create
click sound
· Name:
snd_click
· Load
file from Resources folder
5 – Create
the clown object
· Name:
obj_clown
· Select
sprite: spr_clown
6 – Create
the wall object
· Name:
obj_wall
· Select
sprite: spr_wall
· Check
“solid” property
7 – Making
the clown object move
· Inside
clown, add a Create event
· Add
a Fixed Motion action (move tab)
o All
directions but middle
o Speed:
4
8 –
Handling collisions
· Inside
the clown object, add a Collision event (obj_wall)
· Add
a Bounce action (move tab)
· Add
a Play Sound action (main1 tab)
o Sound:
snd_bounce
9 – Create
a room
· Under
Settings tab, name: rm_main
· If
necessary, under Object tab, enlarge window and set snapX and snapY to 32
o This
is to match the size of our sprites.
· Under
the Object tab, with the clown object selected (on the left), click in room
to add one clown instance to it.
· Switch
to wall object and add walls all around the room.
· If
you wish, you can also resize the room so that you have a smaller area to
work with.
Save your game. Test it.
You should have a clown that bounces around in your room.

10 –
Randomizing the clown's starting direction
· Go
inside the Create event of the clown object.
· Insert
an Execute Code action (control tab)
· Insert
the following code:
randomize();
· Make
sure the Execute Code action is above the Move Fixed action. You can drag it above.
Save your game. Test it.
Your clown should now start in different directions each time that you test
your game.
11 –
Handling when a clown is clicked on
· Inside
the clown object, add a Mouse event (Left Pressed)
· Add
a Play Sound action (main1 tab)
o Sound:
snd_click
· Add
a Jump To Random action (move tab)
o Do
not change anything
· Add
a Moved Fixed action (move tab)
o Choose
all directions but the STOP in the middle
o For
speed, set it to 0.5, relative (In other words, increase speed by 0.5)
Save your game. Test it.
Your clown should now react when it is clicked.
Please turn down your
volume.
12 – Adding
background music
· Resources>Create
Sound
o Name:
snd_music
o Load
file music.mp3 from resources
· Inside
clown object, inside create event, add Play Sound action with above
sound.
o Sound:
snd_music
o Loop:
true
13 – Adding
a background image
· Resources
> Create background
o Name:
bg_main
o Load
file background.png from resources
· Inside
our room object, click on background tab.
o Uncheck
Draw Background Color box
o Set
background to back_main (see icon about midway down)
Save your game. Test it.
You should now have background music and a background image.
Please turn off your volume
so that further testing will not be disruptive.
14 – Making
the clown change directions from time to time
· Go inside create event of the clown
object and add Set Alarm (main2 tab)
o Number
of steps: 60
o Alarm
number: Alarm 0
· In
the clown object, add a new Alarm event (Alarm 0)
· Inside
that event, add the moved fixed action (like before) with speed 0, relative
o All
directions by middle
o Speed:
0
o Check
relative
· Still
inside the same event, add once again the Set Alarm action (main2 tab)
o Number
of steps: 60
o Alarm
number: Alarm 0
Save your game. Test it.
Your clown should now change directions every two seconds.
15 – Adding
a score
· Create a new object
o Name:
obj_controller
o No
sprite
· Inside
this new object, add a Draw > Draw GUI event
· Inside
the Draw GUI event, insert a Draw Score action (score tab)
o X:
32
o Y:
32
· Go
to the room object, in the Object tab and add an obj_controller to the
room.
· Go
to the clown object, in the Left Pressed event, add a Set Score action
(score tab).
o New
score: 10
o Check
relative
Save your game. Test it.
Your score should go up by 10 every time you click on the clown.
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