Welcome to the GameMaker Studio 2 user manual! This document is divided into three parts with the aim of getting you introduced to the interface and basic workings of GameMaker Studio 2 before going on to more advanced usage and the functions available through our propriety scripting language GML or our visual scripting tool Drag and Drop. To ease you into things we have created a handy Quick Start Guide, and even if you are familiar with other game creation tools we recommend that you start there to get an overview of the way that GameMaker Studio 2 works. You'll find GameMaker Studio 2 to be easy and intuitive to use and that, whatever your skill level, you will soon be making those games you've always dreamed of.
However, you can add text, assign a shortcut, add its menu text, as well as edit everything from the Add text pane. When adding text, you are limited to. Simply put, you place text in fields that you recall with a hot key or through a simple click. The tabbed Edit interface makes it very easy to type in the text that you want to recall.
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NOTE: Due to the modular nature of GameMaker Studio 2 there are certain things that are not included in this user manual, particularly 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.
Getting Started
This section is the obligatory first stop for using GameMaker Studio 2 and getting to grips with how things work. 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 this section. Once you've 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 Interface section below.
Interface
The GameMaker Studio 2 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 2 that you currently use).
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This section deals with the different scripting languages available to you for programming in GameMaker Studio 2. The language or method that you use to create your projects will depend on your skill and your previous background history, and since everyone is different GameMaker Studio 2 aims to be as adaptable as possible to your different needs, offering two different options for you to create games:
Drag and Drop (DnD™) is ideal for beginners or those that are more visually or artistically orientated (this is sometimes called a 'visual scripting language'). It consists of dragging and dropping actions into the Object Editor to create a list of functions that instances of the object will follow. You can find out how to use DnD™ from the following sections of the manual:
Here you can get an overview of the GameMaker Language syntax along with examples of use and program structure, and you can also find a complete reference guide for all the built-in GML functions. If you are new to using a scripting language then it is recommended that you start with the GML Overview, otherwise just use the reference guide to check up on function names when required: Quick Key 2 0 – Text Expansion Maker Free
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Note that these are not mutually exclusive ways to make your games, and you can mix using GML with DnD™ as you wish, depending on your skill and requirements with either.
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