GameMaker: Studio is the perfect tool to develop casual and social games for iOS, Android, desktop and the web.
User reviews: Very Positive (1,389 reviews)
Release Date: Oct 2, 2012

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Use GameMaker: Studio

Buy GameMaker: Studio Master Collection

Includes 7 items: GameMaker: Studio Android, GameMaker: Studio HTML5, GameMaker: Studio iOS, GameMaker: Studio Mac OS X, GameMaker: Studio Professional, GameMaker: Studio Ubuntu, GameMaker: Studio Windows Phone 8

 

Steam Workshop


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Discover, rate, and download the best player-created games made in GameMaker: Studio for free. Or try making your own and share with the community.
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Update Notes

The GameMaker: Studio family of products caters to entry-level novices and seasoned game development professionals equally allowing them to create casual and social games for Steam Workshop, iOS, Android, Windows Phone, desktop and the Web (HTML5) in record time and at a fraction of the cost!

As well as making games development 80 percent faster than coding for native languages, developers can create fully functional prototypes in just a few hours, and a full game in just a matter of weeks.

And when you're done, GameMaker: Studio™ will produce an “app store”-ready iOS, Android, Windows Store, Windows Phone or OS X app, Windows executable or HTML5 code, all at the push of a button and all from the same source code. On top of this, you also gain instant access to more than 40 million registered Steam users through Steam Workshop, with direct upload straight from GameMaker: Studio™!

Discover how easy it is for yourself and get access to GameMaker: Studio™’s key features including its easy to use integrated development environment (IDE) powerful scripting language and Box 2D Physics by simply downloading GameMaker: Studio™ for free.

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Upgrade Options

Gamemaker: Studio™ Standard
Unlock unlimited resources with GameMaker: Studio™ STANDARD and distribute your games to Steam Workshop, Windows and Mac OS X users around the world.

Gamemaker: Studio™ Professional
GameMaker: Studio™ PROFESSIONAL unlocks the full power of GameMaker: Studio™, giving you all the great features of STANDARD with the added ability to purchase and plug-in the YoYo Compiler, Android, iOS, Windows Phone 8 and HTML5 export modules, collaborate within a team through subversion and monetize your game with an unprecedented amount of developer services.

Gamemaker: Studio™ Master Collection
Bringing all of GameMaker: Studio™’s best features and modules together, GameMaker: Studio™ MASTER COLLECTION gives you the power to create, test, monetize and distribute games to iOS, Android, Windows, Windows Store, Windows Phone 8, OSX and HTML5.

Key features:


Dedicated, game-focused IDE
The GameMaker: Studio™ IDE has all you need to deal with fonts, sounds, images and music, as well as other resources needed to create a game. It enables you to define game entities (known as 'objects') and their behaviours in an intuitive, event-driven way and has an easy to use drag-and-drop interface.

Powerful scripting language
With GameMaker: Studio™'s built-in GameMaker Language (GML), you can control every last detail of your game – path finding, physics, object interaction, particles, data structures and more …
And should you find that even that is still not enough for your project, you can easily expand GameMaker: Studio™ by using GML, JavaScript and Dynamic-Link Library Extension Packages.

Multi-format export
When combined with format-specific modules, GameMaker: Studio™ can take your game's single codebase and produce ready-to-run executables and apps for multiple platforms, with a single click.
With modules already available for Steam Workshop, Windows, Windows 8, Mac OS X, iOS*, Android*, Windows Phone 8* and HTML5* - and more to be announced soon - GameMaker: Studio™ is the fastest and simplest way to develop multi-platform games for mobile devices, home computers and the Web.

The YoYo Compiler
Games written in Studio can now harness the full speed of the CPU with the new native YoYo Compiler (YYC), allowing projects to run up to 100x faster than before, across all native platforms supported by Studio. Unlocking new possibilities in CPU intensive areas such as artificial intelligence, procedural techniques, real time lighting, enhanced physics, real time geometry deformation, collision and data manipulation.

Shaders
Fully integrated, totally cross platform shader support allows you to write shaders once, and then deploy them on every platform that supports them. This powerful system allows full access to low level shaders, while still letting Studio do the heavy lifting and keeping totally cross platform. The built in editor has been extended to have full colour syntax highlighting and intelli-sense for shaders, making creation a breeze.

Source Control
GameMaker: Studio™ also includes a comprehensive source control scheme so that working on a project within a team is easier than ever before.
Currently incorporating Subversion (SVN), and with more solutions on the way, GameMaker: Studio™ is the only development tool your team needs to get things done in record time.

Developer Services
To help easily monetize games, we’ve given developers unprecedented access and removed the technical hassle of connecting them with some of the biggest advertisers, analytics and engagement services on mobile and web.

System Requirements

    Minimum:
    • OS:Windows XP
    • Memory:512 MB RAM
    • Graphics:DirectX 9, 128MB
    • Hard Drive:200 MB HD space
    Recommended:
    • Memory:4096 MB RAM
    • Hard Drive:1 GB HD space
    • Other Requirements:Broadband Internet connection
Helpful customer reviews
280 of 288 people (97%) found this review helpful
1 person found this review funny
51.2 hrs on record
Posted: January 10
Disclaimer, this is not a program where you can draw some pictures and pop out an AAA game in a weekend. In fact, there is no such thing, as with anything else you get what you put into it. Now for the real review.

I've been using Game Maker for a few years now, since 8.0 was new, spent way more hours on it than I'd care to admit, and now that it's on Steam I like it quite a lot. I'll make a list because I'm lazy and lists are easy to write:

- It's easy to get started with, and the interface is pretty straightforward. It's especially a good way to get beginners' hands wet with game development, since you have pretty much everything you need in a nice, neat GUI you don't need to be intimidated by having thirteen command prompts open at the same time. You make some sprites, you write something out, you hit the little green triangle. No cryptic gcc -o this_is_a_game.c or anything like that.

- The code's simple. Create a room, create an object and start doing magic. There really are no arduous public static void mains or #include<iostream>;, just pure program logic.

- That being said, it's the best intro-to-programming tool I've ever seen, probably better than the Intro to CS class at your high school. Get used to Game Maker, and learning mostly any other language is a breeze. (Just don't slip up and write a line of GML on a school test, I've done that before and it was kind of akward.)

- It can be as simple or as complicated as you want. You can make a fun little puzzle game with exclusively drag-and-drop, so long as you put some time into it, or you can spend a half million lines of code using every tool in the box and make something you'll be proud of for the rest of your life.

- It can do . . . a lot. Basic math, file I/0, controller support, physics, shaders, porting to multiple operating systems or even devices, a decent amount of 3D (that's where the real fun begins, imo), multiplayer networking, IAP/microtransatctions, Steam achievements, you name it. Heck, you don't even have to make a game if you don't want to, you could use it to crunch statistics, manage a database of sorts, do your trigonometry homework, or something even weirder. (Just no malware, please, that ain't cool.)

- There are practically no predefined spaces you have to work in. You have the Rooms you start out in, which are completely empty and can look like anything you want them to. With no disrespect to RPG Maker or GBA ROM hacks, but the way your game looks and feels is completely up to you. If you can imagine it, you can probably make it happen.

- It's fairly easily extendable. If GMS doesn't happen to have a particular networking function, sound engine, particle type or data structure you want, you can probably find an extension someone wrote for it on the Internet. And then there's always the Steam workshop, a lot of the things posted in there are pretty bizarre but there's also a ton of useful things in there you can use.

- It has the most extensive product manual I've ever seen. If you need information about string manipulation quickly, you can just hit F1 and look it up in about 30 seconds. In the rare case that you can't find what you're looking for there,

- Game Maker has a bloody huge community for it, so if you need help with something you usually don't have to look long on the Internet to find an answer. This isn't something directly related to the product but it's still a nice resource to have. Also I make YouTube videos on it periodically, but that's neither here nor there ^^

Couple negatives which I personally don't think are much of a problem but you might want to be aware of:

- Not truly object oriented. Pretty close, with the event types and such, but not quite. Bit irritating if you're like me and your native languages are named Java and Python.

- The error messages are not the easiest things to read in the world. They're not as bad as "Segmentation fault, core dumped, good luck finding the problem" but you may still get some gray hairs trying to figure out what they're telling you.

- It's not the fastest code out there. Games from Studio are a lot faster than games from past versions, but they still don't quite match up with a game made in C or C++. However, you should probably be fine so long as you don't have nine hundred thousand objects active at the same time.

- The code's loose, which is nice, but sometimes too loose for its own good. It doesn't check syntax on the fly to see if you've misspelled a variable name the way Eclipse does, and there are few things more annoying than having to rerun your game because you typed max_health_pionts instead of max_health_points. Ending statements with semicolons is not enforced, and you can get some pretty weird errors if you're not careful about them. It used to be worse, in past versions of GM you could literally have fifteen resources with the same name and you wouldn't even get an error when Game Maker tried to figure out whether you were trying to referring to a sprite, object, room or background, but it can still get pretty messy. In any case, it's always good to encourage organized programming habits.

- Program crashes, sometimes quite often. Sometimes it hangs when you try to open a resource, sometimes it stops responding during compile time even when there's no errors, sometimes you get random Windows memory error messages for no apparent reason. Hopefully they're planning to address some of these (obscure pun not intended) in future updates.

4/9/2015 On version 1.4.x, I haven't seen the program crash for any of the reasons I mentioned just now in quite a while. Not going to assume it's perfect quite yet but it's a lot better than it was when I wrote this.

- You're going to have people thumbing their noses at you for using a product named "Game Maker." Unfortunate, but true, of all the things Yoyo Games did well for Game Maker, naming it was not one of them. Solution: make something good, that ought to shut them up. Or just show them Hotline Miami.

Lastly, this isn't a positive or a negative but it really doesn't make a difference whether you buy this through Steam or the Yoyo Games web site. I prefer Steam because of how connected it is with the workshop and everything (and the achievements look pretty), but to each their own.

Now, go make the next Smash Bros. Have fun!
Was this review helpful? Yes No Funny
144 of 153 people (94%) found this review helpful
1 person found this review funny
24.7 hrs on record
Posted: January 2
http://steamcommunity.com/sharedfiles/filedetails/?id=170291540
I'm not a programmer. and this is my game. this couldn't be done without Gamemaker.
GameMaker have some flaws, but it can be overcome with many fellow dev in forum IMHO.
9/10
Was this review helpful? Yes No Funny
56 of 57 people (98%) found this review helpful
1 person found this review funny
3,657.5 hrs on record
Posted: March 27
Game Maker will fulfill two different needs very adequately. The hobbyist making a 2D game will appreciate all the tedious framework being done for them with the majority of work being relatively easy programming and asset creation. The clueless but hopeful amateur will appreciate the slow approach to core programming concepts and wondeful supplementary resources like timelines, paths, timers, and the event system in general. If you're looking for a fast and fun jump into 2D amateur game development then look no further.

Keep in mind that any kind of game, regardless of complexity, will require at least some investment and learning. If you're expecting any game development tool to read your mind and pump out your dream game then you should probably take a step back. In the same vein, if you'd like to make something outside the intended scope of Game Maker, be it something with online multiplayer or 3D graphics, then you should look into tools like Unity and Unreal Engine after learning more about programming in general.

With that said, I enjoy working in Game Maker: Studio despite not really having any ambitions beyond simply that. Some people make full commercial games in it, such as the original Spelunky, Nuclear Throne, and others. Either desire is well-appreciated and encouraged here.

Keep in mind that the export modules (sold on Steam as DLC) are not necessary to make and test a game. You simply need them to make a playable standalone on the relevant platform. Some functionality is locked behind DLC, so if you run into a function in the help file you need then consider alternative or simply buy the module. Most modules go on sale at regular intervals, so it's not a wallet-buster over time. I do recommend making something basic and learning the ropes before putting down on modules you may not need.
Was this review helpful? Yes No Funny
70 of 91 people (77%) found this review helpful
1 person found this review funny
3,340.1 hrs on record
Posted: February 10
MAKES MY DREAMS COME TRUUUUUUUUE
Was this review helpful? Yes No Funny
38 of 41 people (93%) found this review helpful
1 person found this review funny
7,037.2 hrs on record
Posted: May 25
The good
  • Extensive functionality. Game Maker Studio is probably the best engine out there for efficiently creating 2D games, alongside Unity. There is not one type of 2D game you can't make with it. For example, both of my Steam games are being developed with this engine: Operation: Covert and Ducktards.
  • Networking and HTML. Create multiplayer games with ease, utilising buffers and packets!
  • 3D support. Although, you almost certainly aren't going to produce anything good with it, without years of practice.
  • Shader support! Fully operational OpenGL support for your games!
  • Multi-platform! For a small fee, you can export your games to pretty much any platform!
  • Automatic backups and saving. I have never lost one project *touch wood*, due to the constant saving and backups GM:S does behind the scenes!
  • Exceptionally helpful forums! If you ever get stuck, go there! There always people ready to help you attack your coding errors!
  • Lenient syntax. Your code can literally be the sloppiest! Game maker don't care!
  • Extensive manual. 99% of my game maker knowledge has just been from reading the manual. Everything is explained clearly, and sometimes graphically with images!
  • Frequent updates! Although, this can sometimes be annoying as bugs are constantly springing up. But that's what the bug submission center is from!
  • Marketplace! Purchase or sell assets from the best creators out there!

The bad
  • Large projects get cluttered quickly. The folder system can only help you so much! After your game turns into a proper project, file management becomes a problem. Also, the larger the project, the longer the compile.
  • "Oh you're making a game? That's awesome! What language are you using?"
    "Game maker"
    *suppressed laughter*
  • Rumours of decompiling. I know it's completely illegal and frowned upon, but I still fear that there are people out there who have the ability to decompile my games, and distribute source code.
  • Sandbox limitations. Yes, the sandboxing has good intentions, but it also means that saving systems are incredibly limited.
  • Not beginner friendly. There is so much stuff that goes on under the hood, that a beginner should know before attempting to make their game. I'm aware it's all in the manual, but it's spread out far and wide (in a sensible order), but not accessible from one place. Even after using this software for god knows how long, I'm still discovering things that make me think "Wow, I could have done with knowing that a month ago, I'd have avoided that whole clause of code". Also it's worth noting that the drag and drop system is stupidly limited, and therefore pointless for beginners to learn, and then have to stop.
  • Code suggestions box doesn't show variables. If Game Maker displayed variable names, it could probably have prevented a substantial amount of syntax errors ;)

Summary
    I am thoroughly happy with my purchase. If you want to make a game with ease, this is absolutely the solution. Once you've used it for a while, you get to understand the workflow and syntax. Although I would strongly recommend you do not watch any youtube tutorials as a beginner. They overcomplicate things massively. Stick to the manual!! (press f1)

Definitely try the free version first, to get a feel. I'd get the one from the yoyo games website though, because the Steam one has limitations!

Recommended price: as is
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