GameMaker Coding Beginner

Intended Audience

    If you've been dreaming of making your own video games but held back because you didn't know how to start, then this course is for you! Everything you'll need to make awesome video games will be included in this course. GameMaker Studios Software and the asset programs you'll use are free to start. Have hours of fun, over-the-shoulder video tutorials.

    What do I need?

    • Live Online Training : A laptop, and a stable internet connection. The recommended minimum speed is around 10 Mbps.
    • GameMaker Studio
    • PC running Windows XP, Vista, 7, or later
    • A DirectX 9 (or later) compatible graphics card with at least 32MB of memory
    • A screen resolution of at least 1024x768 and 65536 (16-bit) colours (but preferably 32-bit true colour)

Certification

  • A progress report will be issued after each 10 lessons of the module like this module.
  • After all modules were completed, and the assessments passed, a Competency Certificate will be issued

Duration

  • 40 one hour lessons
  • Crash Course - This course can be crahed over a period of 1-2 weeks full time

Outcomes

  • How to Create Awesome Characters
  • How to Use GameMakerStudio 2
  • Video Game Programming
  • Basic 2D Animation
  • How to Find and Fix Bugs
  • How to Storyboard Your Game
  • Where to Get Game Assets (for free)
  • How to Add Sound Effects
  • How to Develop Your Game Ideas
  • Game Design Mechanics
  • How to Make Fun Levels
  • How to Set Game Difficulty
  • How to Add Visual Effects
  • How to Use a Game Design Document
  • How to Create a Points System
  • How to Stay Focused and Motivated

One

Part 1 - Programming & Design Basics

  • What is a Game Designer?
  • What is a Game Programmer?
  • Showcasing GameMaker Studio 2
  • Easing into Coding
  • Event Based Programming
  • Variables
  • The Manual
  • Asking for help

Two

Part 2 - Attack of the Snake

  • Making your First Game
  • Creating Our Snake
  • Controlling our Snake
  • Creating Food
  • What's a Function?
  • Feeding our Snake
  • Design Talk: Randomness
  • What makes a Game?
  • Losing
  • Adding a Challenge
  • Design Talk: "Obvious" Game Expectations
  • Adding a Score
  • Sharing your Game

Three

Part 3 - Designing vs Programming

  • Programmers vs Designers
  • What is a Game Artist?
  • What is a Level Designer?
  • What is a Sound Engineer?
  • What is a Game Manager?

Four

Part 4 - Our Space Game

  • Module Intro
  • Downloading the Assets
  • Importing Sprites
  • Design Talk: 2D Animation
  • Animate the Thruster
  • Flying Around
  • Programming Topic: Logic
  • Staying in Bounds Part 1
  • Staying in Bounds Part 2
  • Lazers!
  • Programming Talk-The Debugger
  • Destroying Our Lazers
  • Programming talk- Audio
  • Lazer Sounds
  • Design Topic-Sounds
  • Rooms
  • Cameras and Views
  • Our First Room
  • Programming talk - Arrays
  • Changing Ships - Part 1
  • Changing Ships - Part 2
  • Restricting Controls
  • A new room
  • Changing Rooms
  • Music
  • Enemy Ships
  • Enemy Movement
  • Enemy Lazers
  • Design Talk-Fairness
  • Getting Hit
  • Health
  • Dying Correctly
  • Programming Talk: Loops
  • Drawing Our Lives
  • Losing the Game
  • Design Talk-Generated Content vs Hand Crafted
  • Dynamically Spawning Enemies
  • Killing Enemies
  • Colliding with Enemies
  • Level Inheritance
  • The Player Score
  • Beating Level 1
  • Design Talk-Cut Scenes
  • Level Inheritance
  • Power Ups-Part 1
  • Power Ups-Part 2
  • Bug Hunting
  • Final Bug Fixes
  • Sharing, Feedback and Criticism
  • Module Recap

Five

Part 5 - Saving & Loading

  • Design Talk: Saving and Loading
  • Programming Talk: Saving and loading
  • Saving and Loading Our Snake Game
  • Saving and Loading Our Space Game
  • Programming Talk: Data Types

Six

Part 6 - The Action Game

  • Planning A Big Game
  • How I Planned This Game
  • Finding Game Assets
  • Sprite Sheets
  • Moving Around
  • Basic Collisions
  • Pixel Perfect Collisions
  • Jumping
  • Vertical Collisions
  • Variable Jumping
  • Running Sprite
  • Jumping Animation
  • A Custom Collision Mask
  • Programming Talk - State Machines
  • Design Talk - Coding Limitations
  • Our State Machine
  • Hero Attack State
  • Programming Talk -Scripts
  • Animation End Script
  • Our Camera and View
  • Tile Sets
  • Walking On Tiles
  • The Skeleton Sprite
  • Design Talk - Enemy AI
  • Enemy State Machine
  • Walking Skeleton
  • Skeleton Vision
  • Charging Skeleton
  • Skeleton Attack
  • Getting Hit - Part
  • Getting Hit - Part 2
  • Getting Hit - Part 3
  • Player Invincible State
  • Invincible State Feedback
  • Player Death State
  • Drawing and Cameras
  • Skeleton Taking Damage
  • Killing the Skeleton
  • Sound Effects
  • Adding Music
  • Design Talk - Level Design
  • The First Level
  • Change Room State - Part 1
  • Change Room State - Part 2
  • Change Room State - Part 3
  • The Middle Room
  • The Last Room
  • Skeleton and Hero Fixes
  • The Eye Bat
  • Programming Talk - Parents
  • Setting Up Enemy Parent
  • Eye Bat Idle State
  • Eye Bat Charge State
  • Eye Bat Attack State
  • Eye Bat Death
  • Eye Bat Finishing Touches
  • Getting Unstuck
  • Finishing The Middle Room
  • Importing The Goblin
  • The Goblin Data
  • Goblin Idle, Walk and Charge States
  • Wrapping Up The Goblin
  • Jump Buffer And Double Jump
  • Magic Sword Slash
  • Importing The Mushroom
  • Growing The Mushroom
  • FireBall Attack
  • The Fireball
  • Mushroom Death
  • Player Healthbar
  • The Last Level

Seven

Part 7 - Keep Designing

  • A look back
  • Dont stop here!
  • The one trick to succeed

Eight

Part 8 - Additional (Effects, Power-Ups, and Game Juice)

  • Design Talk: Game Juice
  • Programming Talk: Game Juice
  • Design Talk: Refining your Game Ideas
  • Design Talk; Game Design as a Career

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