How to make scripts for game maker




















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It's easy! Already have an account? Sign in here. We have placed cookies on your device to help make this website better. You can adjust your cookie settings , otherwise we'll assume you're okay to continue. These last options will split the window into different parts where you can then drag a script and have it show alongside the other ones for comparing and editing.

This is exceptionally useful for comparing two scripts or for viewing connected scripts at the same time, without needing another window or having to switch constantly between tabs. The information bar at the bottom of the IDE shows you the current line number you are on and the position along the line.

It is also where you can see the code helper, which is a line of text that shows the function you are currently editing along with the arguments it requires. As you fill in the function in the editor, the arguments will highlight to show you which one you are currently editing. If you have used the JSDoc Script Comments within a custom script then the information you have supplied will also show here. A very handy tool you have at your disposal when editing your scripts is the use of Code Snippets.

When using the script editor, you can press F4 to open the code snippet pop-up, which permits you to select one of the commonly used code methods from a list:.

From this window you can select with the mouse the snippet to use, or you can press the associated hotkey listed on the right.

This will add the snippet to your code for editing. You can also define your own code snippets if you want to. Before doing this, you'll need to create a file called " snippets. This folder is not modified during an update to GameMaker Studio 2, so your edited file will remain intact but any edits to the base snippets file in the install directory will be reverted.

Once the file is created in the User directory, you can edit it with any text editor following these rules:. See the examples that are already in the base snippets file to see how it is set up following the rules above. You can find the base file in the GameMaker Studio 2 install directory:. NOTE : While this section deals with scripts, the code window that you write your scripts in is the same as that for Events , room or instance creation code or Shaders , and the functionality outlined here applies to all of them.

No matter what you use to code your project, the information on this page is still valid for the editor itself. Go to Object : This will take you to the workspace that the object with the code is on and focus on the object. If the event selected already has code in it, then this will be opened in a new tab. Functions in scripts can also return a value, just as runtime functions can, and as such they can be used in expressions.

For this you would use the return statement:. It should be noted that the execution of the function ends at the return statement , meaning that any code which comes after return has been called will not be run. Note that if you create a script function with no return value then in your code check for one, you will get the value undefined by default. To call a script function from within a piece of code, just use it the same way as when calling any runtime function - that is, write the function name with the parameter values in parentheses.

So, the above script would be called like this:. NOTE : When using your own functions from scripts in the code editor, you can press or click the middle mouse button on the function name to open the script that contains it for editing directly. However, you can still call scripts in your game - and you can name scripts the same as a function that you define in them - which can give rise to a issues due to the way that GameMaker Studio 2 stores asset references. To give an example consider this code, called from an instance:.

The above code is attempting to call a script called "myscript" within a method, which in this case will fail. This is because the in-line function is actually using the index for the script asset and not actually calling the script - eg: if the script index resolves to "4", essentially the function is calling 4 arg ; , which makes no sense.

The code should instead be structured in one of the following two ways:. This is important to note, especially when working with legacy projects where scripts contain one single function, and the function is named the same as the script. To create a new child script you simply click on the empty tab that is always to the right of the current tab if you can't see this, then try scrolling the rest of the tabs using the arrows in the top right corner.

This will create the new script which you should name, and it will be stored within the parent script when you close and save the script editor. You can also delete these scripts easily by clicking on the "cross" icon that you can see on all the script tabs.

As you might have noticed, parts of the script text are coloured. The script editor "knows" about existing objects, built-in variables and functions, etc. However, if you don't like the colour coding, in the Preferences you can switch it on and off you can also use F10 as well as customise the colours that are used.

When working with code, it is common that you will want to find some piece you have written in a large section and then replace it something different, or simply see at a glance where a line of code lies within the function. To this end, the GameMaker: Studio script editor has a search, find and replace function that can be accessed by pressing the Search button in the toolbar.

This will open up a panel on the right of the code window which looks as follows: You can type the find string at the top note that in the code all occurrences of the find string are immediately shown with a yellow background , and you can indicate whether the search must be case sensitive, which is normally what you want as variable and function names in GML are also case sensitive, and whether you want to only search for whole words. Note that the editor remembers your most recent searches, and you can click on the drop down button to call them up and re-select them.

With the buttons underneath the search string input you can now move to the previous, next, first, and last occurrence of the find string, and this string will be selected in the text so that you can edit it. You can also use this panel to replace anything that you have previously searched for by simply typing in the new code that is to be used and pressing one of the buttons that are highlighted underneath.



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