Examples
My obsolete examples for Game Maker 7.0, here only for posterity as I no longer support or recommend any of them!Mega Man Engine
The engine seen in my modern SuperDanny titles, it provides a good jump-start to making a quality Mega Man game. Released by popular demand, it wasn't built with public use in mind and can be quite a hassle. Requires high level GM experience and GM Pro, though the download also comes with a playable demo that you can see in action here.
Features
- Fully Functional Player Engine (incl/ Sliding & Ladders)
- Palette Swapping System (Weapons/Charging, Energy Bar, Items)
- 5 Functional Weapons (Normal/Charge Shot, Napalm, Gyro, Crystal, Star)
- Interactive Stage Elements (Spikes, Water, Moving Floors, Boss Doors)
- Items (Energy/Weapon Capsules, Lives, E-Tanks, Collectable Letters)
- Game Freezing Effect (Filling Energy, Room Shifting, etc.)
- Room Shifts (Left-Right, Down Holes, Up Ladder, Wall to Prevent Backtracking)
- Fully Functional Pause Menu (Weapons Select, Cursor, Using E-Tank, etc.)
- Background Animator
- Checkpoints
- 8 Enemies (Lyric, Subeil, Taban, P.Muscler, Sumatran, Mizzile, Jet Bomb, C.Joe)
- 1 Level with Boss (Napalm Man)
- Presented By / Title Screen
- Stage Select (Allows Return to Defeated Boss Stage)
- Boss Intro
- Boss Defeat Victory
- Get Weapon Screen
- Game Over Screen (Stage Select, Continue)
- ...
Custom Controls
Customizable controls add a great deal of polish to any game, and this example demonstrates how to implement them for both the gamepad and keyboard using an efficient method. It also shows you how to save the controls in an INI file and provides other useful functions.
NSF in Game Maker
Not an actual Game Maker file example per se, but a PDF document containing advanced notes on how to better use NSF files in Game Maker via Shaltif's S-Winamp extension. Includes a working NSF DLL and how to use it, how to play the desired track of an NSF file and more.
Skull Man
A very basic and inaccurate Mega Man example with a simple movement engine, enemies, energy bar, etc. It's 99% coded in GM's drag-&-drop actions with tons of explanations for even the most basic functions, so it's better for basic learning than serious use.
Lantern
A simple method for achieving the effect where you can only see right around the character, with the rest of the room in varying levels of darkness.
Gamepad
A quick and dirty method for adding gamepad support to an already keyboard-controlled game.