r/gamemaker • • Jun 07 '18

Discussion My embarrassing story of how I've lost 100,000s of players because... of audio files

0 Upvotes

In no way am I blaming GameMaker Studio for this, this is entirely my fault and I can't do anything but laugh. I've only been using gamemaker for over a year and not very skilled with it at all.

In my app there are quite a lot of sound files. I never compressed these files and this inflated my app BIG TIME.

Over 500,000 people have installed my app in just a few months, it has gone well. I suspect the 350,000 people that have uninstalled the app on the SAME DAY is because the app size was too large to keep on their devices. I could never work out what the issue was, why was my app size was so large? After using compressed audio files, my app file size dropped dramatically. It's so embarrassing, I'm not even going to say how much, more than 50%.

Don't be like me. Make sure you don't have a million uncompressed wav files in your games.

Whoops.


r/gamemaker • • Jun 07 '26

Resource I made a GML code formatter Allman style, open source

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0 Upvotes

Hi!

Build up with AI a tool that formats GML code into Allman style. Paste your messy code, get clean code back.

Converts and/or/not to &&/||/!, fixes missing parentheses around if conditions, keeps inline comments where they belong, handles switch/case properly.

No install, no dependencies, just open the page and paste your code.

Small update on the GML formatter I posted earlier.

I've polished it a bit further. It now supports Allman and K&R brace styles, cleans up duplicate var declarations (fixing the GM2044 "already declared" warning), converts and/or/not to &&/||/!, wraps bare if conditions, and supports drag-and-drop for .gml files as well as downloading the result. Settings are also persisted between sessions.

At this point it basically does everything I set out to build, so I don't plan on adding much more for now.

Built with AI... I use GML myself and just needed a formatter that didn't exist. It's free and open source. Hope it's useful to someone.

UPDATE:

The formatter now includes a batch formatter.

You can select an entire GameMaker project folder and automatically format all GML files in one go.

At this point the project is feature-complete for what I wanted it to do.

It's free, open source, and available for anyone who finds it useful.

Manual formatter Live: https://ganjaviruss.github.io/GML-formatter/

Auto formatter Live: https://ganjaviruss.github.io/GML-formatter/batch.html

Source: https://github.com/GanjaViruss/GML-formatter


r/gamemaker • • Feb 21 '25

I highly recommend using AI to generate shaders for your game

2 Upvotes

EDIT: Yikes ya'll are VERY against taking anything that resembles a shortcut in what's often a grueling multi year-long marathon of work

I've bounced off of every shader guide I've tried until I straight up asked Claude to write a nebula shader for me, using concepts and terminology (Different types of noise etc) I've learned. There's no chance in hell I could write a shader from scratch, but with the combination of AI shaders and paying a good cheap artist on Fivver, I'm pretty chuffed with the results:


r/gamemaker • • Mar 11 '18

Discussion GameMaker vs. Defold: Why I switched to a new game engine

8 Upvotes

When I show off the game I’m working on to new people, one of the most common questions I get is, "How'd you build it?". When I enthusiastically tell them it's made in Defold, the usual reply is, "Oh cool!... what's that?"

As I mentioned in my first dev diary, my team invested months in another engine, GameMaker, and got as far as a playable prototype with most of the core game mechanics, graphics and sound working. But as the project grew and we added more complicated game mechanics, we started seeing more bugs and struggled to add new features. After doing some research on some other engines, we ended up switching to Defold, and have been extremely happy with the results. Here are a few of the reasons we made the switch:

Programming Language One of the biggest selling points of Defold is the use of a 'real' language Lua, versus the proprietary GML language in GameMaker. My co-founder Meeka came up with the idea for our game RUMBLEFEST, and without any formal Computer Science background he gravitated towards the game engine that promised the best “no-code” experience. And GameMaker does a tremendous job of encapsulating programming flow in an approachable drag-and-drop GUI, and even promotes fundamental object-oriented principles without ever having to write a line of code.

That being said, once you get beyond simple collisions with a few reactions, it becomes increasingly difficult to follow the flow of logic in your game. For example, when our arcade wrestling game was just a single character in a ring trying to push out a single enemy, it was fairly easy to write scripts to handle those collisions. But when we started adding advanced gameplay features like a referee, hearts, weapons, ring bounces, and cutscene animations, it became extremely difficult to predict and control the flow of logic.

I'm a full-time software developer, so while I recognize that every language has its quirks, one of the most frustrating things about GML was the inability to define named functions in objects. True, you can kind of achieve this behavior through user events and external scripts, but it leads to convoluted code and confusion like, "Where is this function my object calling?" Questions like that are largely solved with Defold’s emphasis on:

Organization
There’s a never-ending debate in programming about the tradeoffs between strict versus flexible structure. Adding more structure in a system can increase the learning curve to get started, increase the time to add new features, and lead to ‘unnecessary’ boilerplate code. That said, more structure can also decrease certain types of bugs, enforce common standards, and promote transparency between different team members. To add more formality, some people have gone as far as to add custom type systems onto dynamically typed languages just to enforce more code structure (For the record, I’ll take untyped JavaScript over TypeScript any day, don’t @ me).

When it comes to Defold vs. GameMaker, the increased organizational requirements of a Defold project also increases its learning curve. For non-developers especially, this might scare off some folks who don’t know why they need a game object, an atlas, a script file, key bindings, and message event handling just to get a single sprite to jump after clicking a button. Even after using Defold for months, I still regularly get tripped up by the ID and URL system used in message passing.

But in the end, all this enforced structure helps to create a more organized and modular project that’s easier to scale. While it might see easier to have a single object in Game Maker with all related sprites, logic, and event loops baked in, it turns out that down the road when you have supplementary helper scripts, alternate sprites, or configuration data files, it’s much easier to organize units into directories and sub-directories with Defold.

Collaboration This one’s for any technical user who has tried to get non-technical users to implement Git before. In a professional work setting, I’ve been on teams that have spent countless hours and seminars trying to get project managers and artists to understand how to use Git and GitHub, even at a seemingly basic level, and have it completely backfire and lead to missing work and corrupted files.

Defold’s “sync” feature is a game-changer when it comes to collaboration. It still uses Git under the hood, but the editor UI makes it easy to collaborate with team members who don’t know or care what branches or rebasing mean. Resolving conflicts can still be tricky, but in 99% of cases the sync “just works,” allowing coders and non-coders to stay up to date with the others’ changes.

Support One of the most important skills for any programmer these days is the ability to search for answers when you don’t know something. With an esoteric language like GML, chances are when you Google for something like “what does error GML-XX mean”, you’re going to end up on the GameMaker forums. And anyone who has spent time fumbling through those forums knows how challenging it can be to get to exactly what you want to find.

While not as prevalent as something like JavaScript or C++, there’s still plenty of resources on sites like StackOverflow when it comes to Lua errors. And while certainly not perfect, the Defold documentation is miles ahead of the GameMaker docs.

Of course, there are times when something isn’t working quite right or you have a very specific question. In those cases, it’s nice to get direct feedback from members of the community who might have more domain knowledge than you do. One thing I’ve been very impressed by is the support from core members of the Defold engine on their forums. While the Defold community is still small, and the engine itself is relatively new, I’ve been extremely impressed by the helpfulness and responsiveness of the team.

Conclusion I don’t want to paint GameMaker as an inferior tool to Defold. It’s great for individuals who want to focus on ease and speed of development for simple games without fumbling too much with code. And I also don’t want to claim Defold is perfect for any game designer. For seasoned game developers, or those looking to make cutting-edge 3d applications, something like Unity or Unreal might fit your needs better.

But for anyone who’s an indie or hobbyist game creator looking to build a 2d game with complicated game features, rich UI interactions and animations, and easily collaborate with other team members, I’d recommend taking a look at Defold. It’s backed by a great team, has a wonderful code editor, and performs great on mobile platforms. And did I mention it’s totally free?

Switching to Defold has been a great step in our journey in building RUMBLEFEST. I’m clearly in favor of it over GameMaker, but if you disagree, or want to point out something I’ve missed, leave a comment with your thoughts.

Love, pixels, and folding chairs, Theron Lead Developer, Robot_Gif Studios RUMBLEFEST! Early access available NOW on the U.S. iOS app store

This was originally posted on the Defold forums


r/gamemaker • • Jan 22 '24

Fight System (better version and more easy to understand)

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0 Upvotes

r/gamemaker • • Dec 31 '24

I'm sorry for being gone so long.

8 Upvotes

I'm sorry for being so inactive laitly. My mentle health took a bit of a plung so i wasnt able to make content to show or find the will to asist and chat with you all... I am doing much better now and soon ill be ready to start posting again. Boath here and on my yt channel. :)


r/gamemaker • • Feb 13 '25

The state of this subreddit for the past few days

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0 Upvotes

r/gamemaker • • Aug 05 '24

Discussion Could we talk about why yoyogames decided javascript?

0 Upvotes

I know there's another post sort of about this. I read a lot of negatives about js as a language, but still not sure why. It seems js is most commonly used for websites.

I thought it was an interesting choice and wondered who yoyogames' market was since they chose js. Especially since Unity stopped supporting it to go full csharp.

Also, anyone know what they mean by it being a first-class language and when it will be released most likely? my guess is anywhere between Sept-Nov. Just cause.


r/gamemaker • • Feb 09 '23

Resource PSA: You can use ChatGPT-3 for GML questions

0 Upvotes

/r/gamemaker is a great sub for questions but if you are ever stuck on something and you aren't able to resolve it yourself or, for whatever reason, /r/gamemaker is also unable to assist you, ChatGPT-3 can usually help find bugs, explain functions, and even generate code for you so long as you know how to ask and/or know what you are asking.

It has helped me with my current project numerous times, both in Gamemaker and Unity using C#. It's also helped me create a custom linked list data structure in C++.

It's a pretty great tool and it is free to use.


r/gamemaker • • May 01 '26

Resolved Claude Integration with Gamemaker

0 Upvotes

I just want to say I am so excited reading that Claude will be integrated directly into Gamemaker. This will solve the problem Ive been having of trying to keep my Claude aware of exactly what is happening in my project. Yes I use Claude AI to help with code, Im not ashamed to admit it. ChatGPT I use when Claude free credits run out, it works but I find its not as capable and its a bit weird always full of emoji and weird stuff. Ive done a coding bootcamp, I understand how to make a full stack mobile/web app so Im not totally clueless regarding code/architecture. Previously I had uploaded the yyp file to Claude directly, but that doesn't show it the exact code in scripts/object events to my understanding

To solve this problem Claude gave me a python script that extracts all scripts, objects and events from the project. However I never went through with that approach because it still wouldnt be a "live birds eye view" of everything in my project.

This will be so helpful with me for Claude to be able to see everything in my project all at once, all the different events, objects. I know people may think im exaggerating but this could be the thing that gets my project over the finish line.

I struggle the most with code, its initimidating, it feels brittle sometimes and can bring monumentous frustration. I love doing the art. Art cant break or be bugged out, its just art. And now I have an expert AI to help me with the code so I can focus on the part that brings me happiness, making quirky pixel art and bringing it to life in a game.

EDIT: Well everyone I will say I took your comments to heart, I do feel shame and guilt now for using coding assistant, I will say in my defense I work a depressing draining job as a nurse, I dont have much free time due to family responsibilities, so it gave me a sense of happiness to peace to whip together code with an AI while I have fun with pixel art


r/gamemaker • • Oct 10 '24

Resolved best game engine for beginner

3 Upvotes

Hi, im trying to make a game similar to fallout, whats the best engine to use for a beginner.


r/gamemaker • • Jul 12 '25

Resolved help

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4 Upvotes

r/gamemaker • • Apr 05 '25

NOT SET BEFORE READİNG İT

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0 Upvotes

Hello friends

Please excuse me if my English is bad. I am new to game development and I am trying to improve myself by working on small projects. I received an error saying that the line of code I wrote was unreadable and I couldn't understand why. Please help.


r/gamemaker • • Sep 12 '24

Help! How hard is it to make a game like Crab Game (on steam)

0 Upvotes

I'm not that experienced in gamemaking but i've always wondered if its relatively easy to make a multiplayer game like Crab Game.


r/gamemaker • • May 06 '23

i hate gx games

0 Upvotes

How do i make so my game doesnt open on gx games?


r/gamemaker • • Nov 19 '25

Help! how would i go on about making a sorta danganronpa-style game in gamemaker?

0 Upvotes

so i was looking for danganronpa fangames for shits and giggles and i found this game called "Danganronpa 4: Despair is unpog" and i played it which led to me wanting to make a game kinda like that (except i put some more efforts so people can be amused by the fact i put actual efforts on it and so it can be a bit closer to its source material) but the thing is that i have never made a proper game in gamemaker, let alone inspired by danganronpa. I don't have high expetations and i will accept most tips AS LONG AS I DEEM THEM HELPFUL (for example i'd like tips for going to visual novel-type dialog to a walking simulator, preferably 2d bc yes or how i can recreate the class trial gameplay and so on,,,) and i COULD use rpg maker but it's paid and i don't have money and i tried using it once and i didn't understand a thing and i hate it and blahblahblahhhh and also it's not r/RPGMaker so of course i'm not using it. anyway BYEEEEE!!!!!!!! :D


r/gamemaker • • Jun 09 '25

Resolved Hi, never used this before, is it meant only for RPGs?

0 Upvotes

Never used game maker before, I want to make a card game, could I use this for that kind of game?


r/gamemaker • • Jun 26 '24

Resolved is there a reason increasing the y axis makes character go up?

0 Upvotes

like a practical use? just started gamemaking and this really confuses me.


r/gamemaker • • Nov 25 '25

Discussion Can I make a game with my potato PC and no knowledge in programming whatsoever with Gamemaker?

1 Upvotes

Same as Title


r/gamemaker • • Dec 15 '15

I'm launching a Kickstarter for "Reboot Robot" a project I am working on. If succesful I aim to finish the full game in a year and will provide updates throughout.

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kickstarter.com
2 Upvotes

r/gamemaker • • Dec 30 '25

How do I make a 3D game in GMS2?

0 Upvotes

I know Unity exists, but CSharp is hard to understand. When I tried Godot, no amount of code I used would work.


r/gamemaker • • Sep 09 '25

Resolved i wanna make a game

14 Upvotes

lots of lore and all, probably gonna struggle A LOT... its an undertale like rpg so a lot of inspo is gonna come from it. ik the code is horrendous but i just want to try! im using onlinesequencer.net for the music (not the best but i dont have fl, and its too confusing (i have the demo)) my friends are all rooting for me lol so um if you have questions abt the story or anything ask and ill answer in an amount of time and if you have any recommendations pls give me them all are appreciated :D


r/gamemaker • • Mar 07 '26

Help! I wish GMS have a built in localization

0 Upvotes

Would it be nice if GMS have a built in localization? You just put the localized texts in params or something voila!

I'm doing the csv method and it's a pain in the butt especially if you started the project without any localization implementation. Do you prefer it inside the GMS scripting or an external data?