Yoyo game maker manual
Alarm times are calculated in game steps , with a value of 30 being 30 steps, 60 being 60 steps, etc NOTE: An alarm with no actions or code in it will not run. However, even with just a comment and no code, the alarm will count down.
NOTE : Due to the modular nature of GameMaker Studio 2 there are certain things that are not included in this user manual, in particular those aspects of setting up and connecting the different devices that can be supported. For up-to-date information and troubleshooting hints and tips related to the different target platforms, please see the YoYo Games Help Center.
This section is the obligatory first stop for using GameMaker Studio 2 and getting to grips with the contents of the IDE and how it works. You'll find that GameMaker Studio 2 is intuitive and simple to use, and even if you've never used any tools like this before you shouldn't have any problems getting started and making games after reading through the Introduction and completing the Quick Start Guide below.
Once you have got to grips with the basics you can then move on to the more in-depth look at the components of GameMaker Studio 2 in the IDE Reference section below. In this section we cover each part of the GameMaker Studio 2 IDE , explaining in detail what each and every window, button and menu does and how it should be used.
Note that not everything covered in this section will be available to you right from the start as it will depend on the type of licence that you have for the product. The following sections exist to help get you started:.
The GameMaker: Studio IDE integrated development environment has a number of advanced options that are of great importance if you wish to get the most out of the product.
These options include source control integration, project configurations, advanced debugging and a number of extra tools for changing and manipulating the game assets please note that the availability of some of these advanced tools will depend on the version of GameMaker: Studio that you currently use. This section of the manual is split into the following three parts, each with its own subsection dealing with one particular aspect of the IDE:.
Here you can find references for many of the GameMaker: Studio features, as well as a rundown of all of the functions, variables and constants that make up the built-in programming language. This language gives you much more flexibility and control over your games than the standard actions and we will refer to it as GML the GameMaker Language.
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