![]() ![]() For the whole of 2001, the program was downloaded approximately 270,000 times. In December 2001, 32,000 downloads were recorded. Version 4.1 appeared in December 2001 (multiplayer support added). The program interface was completely changed, the new implementation was not compatible with the old version. In January 2001, it was rewritten from scratch, taking into account the knowledge acquired by the author in previous years. In the same year, additional versions 3.1, 3.2 and 3.3 were released. In March 2001, the program was downloaded approximately 14,000 times, and already in June 2001 the number of downloads increased to 21,000. The popularity of the game engine grew rapidly. In version 3.0, DirectX was first used to display graphics. For the whole of 2000, the program was downloaded from the author’s site approximately 40,000 times. Version 2.0 was released in September 2000. The program began to be downloaded more often: (1000 in February 2000, 1500 in March 2000, 2000 in June 2000, 8000 in August 2000). Version 1.4 was the first implementation that attracted attention. ![]() The program remained little known, in December 1999 Game Maker was downloaded only 366 times. Quite quickly, versions 1.2, 1.2a, 1.3 were created. This version already had a simplified built-in programming language, but DirectX was not used and it did not allow creating stand-alone executable programs - games simply started in the main program window. The first public implementation was version 1.1 ( November 15, 1999 ). In the summer of 1999, work began on Game Maker (it was originally called Animo, because at first there was an idea to create a simple system for creating two-dimensional animation). External DLLs, together with the GML binding, can be compiled into the GameMaker extension package. The GML language includes tools for loading and using external dynamic libraries, which allows you to expand the Game Maker procedures and functions written in other languages. There is a type of surface containing graphic information with which you can carry out many manipulations. In GameMaker, all code is executed on the fly, so you can execute GML scripts from external files, create new in-game objects and set their behavior. In addition to the above, there are other types of game elements that are available when you turn on the advanced mode: particle systems, time lines, paths, scripts and fonts. However, it is not effective, which is why many libraries have been created, and a new sound system has been introduced in Game Maker: Studio. Game Maker has its own sound system that supports various file formats. ![]() Objects can also be permanent, that is, do not disappear with transitions between rooms. Rooms have their own coordinate system, counting is from the upper left corner. The game has one or more rooms, one of which is current. The built-in sprite editor itself is a complete raster graphics editor. Starting with the eighth version, there is support for the alpha channel (before that, the color of the upper left pixel was taken as transparent). If there is only one instance of an object in the current room, it can be accessed using the generic name of the object, class, if there are several such instances, to access a specific instance we need to know its numerical identifier, using it as a reference to the object. Instances of objects can be placed in the game space using the room editor, or created dynamically. The concept of an object in Game Maker basically corresponds to the concept of a class in object-oriented programming, objects can be inherited from each other. For more advanced users, there is a GML scripting language similar to JavaScript, it is possible to create your own action libraries using the Library Maker. For example, in order to start a conditional statement, you need to drag an octagon with an icon indicating the type of check, and then, perhaps, enter some values in the form that appears. Programming using actions takes place in drag-n-drop mode. To do this, you can use the graphical representation of the programs (close to the flowcharts ) in the form of a sequence of action icons. Sprites are responsible for their appearance, and behavior is defined by describing reactions to events. The Game Maker interface combines editors of sprites, objects, rooms, scripts, as well as timelines (sequences of actions with a time reference), paths (routes) of movement and constants.Ī game in Game Maker is built as a set of game objects. Creating a game in Game Maker does not require prior knowledge of any of the programming languages. ![]()
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