A Quick Look at the GameMaker: Studio Interface

By Michael Rohde

The basic work area within GameMaker consists of several sections. These sections are laid out in an organized manner to form the interface from which you work. You see a main menu along the top and an icon menu directly below that; these two menus provide separate ways of, say, creating a Sprite, loading a Sound, creating an Object, and so on.

The icon menu is where you can find the Target drop-down list, which is where you tell GameMaker which platform you want to publish to, such as HTML5, Android, iOS, and so on (see the figure below).

Along the left pane, you can find the Resource tree, which contains a quick list of resources, including Sprites, Sounds, Backgrounds, Objects, Rooms, and more. The bottom pane consists of a Compile window, which blasts into life when you run the game (meaning, when you run the game, you can watch GameMaker compile the game through a series of lines of text).

You can keep the Compile window closed while you’re working just to save screen space; however, if you have a large screen, you may find it useful when debugging and setting up extra Target modules, such as Android.

If you’re working from a tutorial, in the right pane you see the tutorial window. The figure below highlights the various parts of the interface.

When you create a new Object, or a Sprite, or a Room, or what have you, a new floating window appears. This floating window could contain several tabs of configurations, or it could have radio buttons, text fields, drop-down icons, drag-and-drop icons, and more. It’s within these floating windows where you do the majority of your work.

The GameMaker interface.

The GameMaker interface.