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A example of making objects slide down the slopes under effect of gravity or force.
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Starter kit for a game like Slime Soccer.
Contains two players, ball, and correct collision handling.
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Rocket Trail - a example of simple 3d 'particle system', with use of billboards and depthsorting.
Also contains a fancy fly-through camera system.
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A example of merging 2d and 3d elements of game. In this case, 2d game on 3d background.
Swapping depth values of 2d and 3d drawing objects will result in 3d layer drawing on top of 2d.
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AltBackground - Demonstrates usage of a function to simulate standart background drawing in game maker.
Does not draw backgrounds outside of view. Can draw backgrounds outside the room.
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Construction menu example - allows building structures & training units through pop-up menu systems. Leak-free and counters a number of possible overlap bugs.
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A system to bend a 3d world around a standart Game Maker path. Easy to use, and may produce great-looking effects.
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System to create & connect child objects to parent\code object (with offsets), and handle their positions and rotations.
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Nice, lite-compatible dialog system with number of features.
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Example of selecting & highlighting text. A perfect plan if you are willing to make a text editor of any sort.
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A simple level editor with input\output from binary files, and a test feature. Easy to configure to work with your game.
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A example for tooltips - information boxes to appear when you hover mouse over object.
System is controller object-based: two tooltips shall never appear and overlap each other.
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A fancy animation-effect created for all kinds of portals.
May be usefull in puzzle games. Lite edition compatible.
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Engine for jetpack platformer game, with pixel-perfect collisions and great physics.
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Example that demonstrates how to allow user to draw objects with mouse and handle collisions with these.
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Multitarget example - shows, how to allow instance shoot multiple objects at once.
May be usefull for Tower Defense games.
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A complex platformer engine with double-jumping, wall-jumping, and smooth game dynamics.
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Planet - a example how to make ship to travel between planets (on click), using standart game maker motion planning.
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Demonstrates how to add either static (tile-based) or dynamic (object-based) shadows to game elements.
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Demonstrates how to make objects cast shadows in games with side view.
Shadow is being cast on nearest solid under the object.
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A example that demonstrates how to create specific projectile type.
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A example of top-down 3d game. Includes mouse aiming.
More complex version (which allows rotating camera and angle-dependent movement) can be downloaded from here.
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Textbox example - demonstrates how to create in-game textbox that user may enter text to, and do actions with its content.
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Turrets - example that shows, how to create 'smart' turrets with limited range and line of sight (these will not shoot walls)
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Motion tween example - demonstrates how to create motion tween effect with multiple instances (lite edition friendly)
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Slopes example - shows how to make objects move up\down the slopes in platform games.
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YMM - replacement for standart Game Maker's message system. Messages are rendered with standart methods.
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Zelda-style views - view movement system similar to Legend of Zelda.
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Shuffle - a example how to randomise positions of items in array without using data structures.
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3d array system - allows using 3-dimensional arrays. Size is limited by the same value as standart array size.
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3d movement, terrain, and camera engine. Completely awesome.
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A engine for code\number puzzle object. Really easy to use and\or costumise.
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Normally you would want to do this in 3d game - WASD movement with wall gliding in chosen direction.
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Probably the simpliest (and easiest to use) solution to platformer engine.
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Last update: 24/08/2011