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     GAME MAKER STUDIO TUTORIAL 
     
    THE CLOWN GAME 
    GAME MAKER IDE 2022 
      
     
     
    0 – Start
    with a blank project.  Save it to a
    folder where you will save all your GameMaker
    games.  This can be a folder on your
    desktop if you’d like. 
      
    1 – Create
    a clown sprite 
    ·       Name:
    spr_clown 
    ·       Import
    image file from Resources folder 
    ·       Edit
    the image if you want. 
    2 – Create
    a wall sprite 
    ·       Name:
    spr_wall 
    ·       Import
    image file from Resources folder 
    ·       Edit
    the image if you want. 
    3 – Create
    a bounce sound  
    ·       Name:
    snd_bounce 
    ·       Press
    the … button to choose the file from Resources folder 
    ·       You
    can press the Play button to test the sound. 
    4 – Create
    click sound 
    ·       Name:
    snd_click 
    ·       Press
    the … button to choose the file from Resources folder  
    ·       You
    can press the Play button to test the sound. 
    5 – Create
    the clown object 
    ·       Name:
    obj_clown 
    ·       Select
    sprite: spr_clown 
    6 – Create
    the wall object 
    ·       Name:
    obj_wall 
    ·       Select
    sprite: spr_wall 
    ·       Make
    sure to check the Solid property for this object. 
    7 – Making
    the clown object move 
    ·       Inside
    clown, add a Create event  
    ·       Add
    a Set Direction Random action (Movement menu) 
    o   Click
    on all directions so that one will be chosen randomly 
    ·       Add
    a Set Speed action (Movement menu) 
    o   Speed:
    4 
    8 –
    Handling collisions 
    ·       Inside
    the clown object, add a Collision event (obj_wall) 
    ·       There
    is a function in GameMaker that makes objects
    bounce off of other solid objects. 
    This can only be accessed by code though.  Here are the steps: 
    o   Add
    an Execute Code action (Common menu)  
    o   Inside,
    add the following code: 
      move_bounce_all(false); 
    ·       Under
    the above action, drag in a Play Audio action (Audio menu) 
    o   Sound:
    snd_bounce 
    9 – Open
    the default Room 1. 
    ·       On
    the left (in the Layers panel), make sure that the Instances layer is
    selected. 
    ·       Drag
    in the wall objects to create a large rectangular room (see image below). 
    Note:  Using the ALT key makes this
    much faster.  On the Mac, the right
    ALT key will work. 
    ·       Drag
    a clown into the room inside the walls. 
    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. 
    ·       At
    the top, insert an Execute Code action (Common menu) 
    ·       Insert
    the following code: 
              randomize(); 
    Note:
    The randomize();
    code must be executed before the clown’s direction is chosen in order for
    that direction to be different every time. 
      
    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 Audio action (Audio menu) 
    o   Sound:
    snd_click 
    ·       Add
    a Jump To Point action (Movement menu)  
    o  
    We want to jump to a random point with
    (x,y) values in the
    room.  We can do this by setting x to
    a random value between 0 and the room’s width and by setting y to a random
    value between 0 and the room’s height. 
    The function called random(maxNumber) does
    this for us. 
     
    Fill out the action exactly as shown below: 
     
      
    ·       Add
    a Set Direction Random action (Movement menu) 
    o   Choose
    all directions.  
    ·       Add
    a Set Speed action (Movement menu) 
    o   Speed:
    0.5 
    o   Check
    relative 
    Note:  Checking relative means that we
    will add 0.5 to the current speed every time the clown is clicked. 
     
     
    Save your game.  Test it. 
     
    Your clown should now react when it is clicked.   
      
    Please turn down your
    volume. 
      
    12 –
    Creating the background music asset 
    ·       Create
    a new Sound resource 
    o   Name:
    snd_music 
    o   Load
    file music.mp3 from resources 
    13 – Adding
    the background music to the game 
    ·       Inside
    clown object, inside create event, add Play Audio action (Audio menu) 
    o   Sound:
    snd_music 
    o   Loop:
    Check it! 
    14 –
    Creating the background image asset 
    ·       Create a sprite resource  
    o   Name: spr_background 
    o   Load
    file background.png from resources 
    15 – Adding
    the background to your game 
    ·       Open
    the room object. 
    ·       Make
    sure that the Background Layer is selected in the Layers panel. 
    ·       Locate
    the Background Layer Properties panel  
    o   Using
    the … button, select our background sprite. 
    o   Horizontal
    tile: Check it. 
    o   Vertical
    tile: Check it. 
    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. 
      
    16 – Making
    the clown change directions from time to time 
    ·       Go inside create event of the clown
    object. 
    ·       Add
    a Set Alarm Countdown action (Instances menu)  
    o   Alarm
    number: 0 
    o   Countdown:
    120   (which
    means 2 seconds) 
    ·       In
    the clown object, add a new Alarm event (Alarm 0) 
    ·       Inside
    that event, add a Set Direction Random action (Movement menu) 
    o   Choose
    all directions.  
    ·       Still
    inside the same event, add once again the Set Alarm Countdown action
    (Instances menu) 
    o   Number
    of steps: 120 
    o   Alarm
    number: Alarm 0 
    Save your game.  Test it. 
     
    Your clown should now change directions every two seconds. 
      
    17 – 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 Value action (score tab) 
    o   Caption:
    “Score:” 
    o   Value:
    score 
    o   X:
    0 
    o   Y:
    0 
      
     
     
    ·       Go
    to the room object and add an obj_controller to
    the room.  It will show as a simple
    little question mark in a circle. 
    ·       Go
    to the clown object and inside the Left Pressed event. 
    ·       Add
    a Assign Variable action (Common menu).  
    o   Name:
    score 
    o   Value:
    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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