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(source code will be updated soon, hd may still be processing if you arrive here very early, video will go public on Friday. Giving *all* patrons early access to this episode to celebrate.)

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GameMaker Studio 2: Action RPG Tutorial (Final Episode)

Congratulations to everyone who made it all the way through 51 episodes! ★ Source Code ▶ https://shaunjs.itch.io/shauns-action-rpg-tutorial ★ Playlist ▶ https://www.youtube.com/playlist?list=PLPRT_JORnIuosvhfax2TQTEmN7OYTcSvK ★ Support my work ▶ https://www.patreon.com/shaunjs ★ Assets & Sprites ▶ http://shaunspalding.co.uk/ARPG_Assets.zip (NOTE: right click and hit "save as" if this link appears not to work, it's a Chrome issue) Learn to build a Zelda-like action RPG in GameMaker Studio 2, starting from nothing at all. In this episode we create the function necessary to save our game at any point we like, using a simple, near-universal and cross-platform approach. These tutorials are supported almost wholly by wonderful people via Patreon, click the link above to join them and access these episodes as early as possible, get instant access to source code for all videos and more.

Comments

Anonymous

Hey Shaun, with the series over just curious if you are going to enter the opera GX game jam that was just announced ?!

Anonymous

I do have 1 very important question to cap off this tutorial series. When you run the ARPG Final from the source code on HTML 5(instead of test) why do the object managers(oTitle, oUI, and oCamera) get scaled way incorrect? They get sent to 0,0. The top left of the screen.

Anonymous

Actually, I just figured out the draw GUI and the oTitle issue. You need to put display_set_gui_size(320, 180) in the objects. However, it doesn't explain why the oCamera object doesn't work when you run it in HTML 5.