You will be able to design games with your own graphics, sounds, and effects or you can utilize the ones from Game Maker in its editor. The program is capable of making any type of genre for games, platform, puzzle, action and 3D games.
Buildbox is a new video game maker that is extremely easy to use. Using this video game software, anyone can design amazing games for mobile, console, and PC. Creating games on your Mac: using a game development maker. Scratch is a fun way to get started, but it's more for about teaching kids to code than building fun games. Fortunately, there are. Tululoo Game Maker is a complex game creation environment that allows you to create browser based games. With Tululoo you can create games for your mobile devices as the latest ones already support the new HTML5 standards. Tululoo comes with a user friendy resource manager and script editor, where you can import your images, backgrounds, animated sprites, sounds. The 7.5.87 version of Game Maker for Mac is available as a free download on our website. Our antivirus analysis shows that this Mac download is safe. The actual developer of this Mac application is YoYo Games Ltd. The most popular version of the application is 7.5. Game Maker for Mac relates to Games. Free game creators, graphics and games created and shared by an energetic community of talented game makers and players. Make your own games using our platformer game maker, physics puzzle game maker, retro arcade creator and more.
NotesThis program is free and totally functional even though it does offer a registration option that will offer you more pictures and prefabricated resources. Also it will eliminate the Game Maker logo at the beginning of your games.
Here we talk about how you can distribute your finished game.
With the information in the preceding sections of this manual you can begin to create your games, but when your game is finished you obviously want other people to play it. You can of course export a *.gmz file and let them use GameMaker: Studio to play it but this is normally not what you want! First of all, you don't want others to be able to change the game or get access to all your hard work, and secondly you also want people to play the game even if they do not have a copy of GameMaker: Studio. So you would like to create a stand-alone application or package of your game, or upload it as HTML5 to a site on the internet so that everyone can play it!
Creating Your Stand Alone Game
Creating stand-alone applications is very easy with GameMaker: Studio. First you have to choose the 'target' for the files to be made which means choosing whether you wish to create an *.exe for Windows, generate JavaScript and HTML for use in a browser, or create a package for one of the other target modules. Each of the individual targets has their own settings and you must ensure that they are correctly configured in the Global Game Settings and Preferences before you continue.
Once everything is correct, you then go into the File menu and select the item Create Executable or you can press the following button, found on the main IDE toolbar beside the Play and Debug buttons:
Create Executable For Target
Either option will open a save window where you can give the final name that you wish to use for your game file. Once you have done this, the necessary files will be generated so that you can distribute it as you wish.
NOTE: Before doing a final build of your project for release, you should always clear the Asset Compiler Cache (using the green 'broom' icon at the top of the IDE) to ensure that all cached files are recreated and no stale files corrupt your final game.
Target Platform Formats
Each target option saves to a platform specific format:
.The Apple USB SuperDrive is compatible with Mac models from 2008 and later that don't have a built-in optical drive.MacBook, MacBook Air, and MacBook Pro models with USB-C ports require a USB-C to USB adapter (sold separately) to use Apple USB SuperDrive. Superdrive for mini mac. For a nominal fee, OWC's Apple Certified Technicians can install a Super-MultiDrive, Hard Drive, and/or Memory upgrade into your Mac mini. Also included is the shipping safe box, shipping to Other World Computing, and return delivery of the upgraded Mini to you. OWC Mac mini Installation Service.
- If you have the setting as 'Windows' in the main GameMaker: Studio window, then only a Windows compatible file will be made. This can be an installer, a stand-alone *.exe or a *.zip. The export file type is chosen from a drop-down menu within the 'Save' dialogue itself, as shown by the image below: Please note that the 'Single Runtime Exe' is designed for use only for quick testing and should not be used for distribution (use the Zip or Installer options). When creating a single EXE you can get issues when saving files and it may not run on certain machine conficurations.
- If you have chosen to build HTML5, then an index.html (default name, but you can give your own name too) along with a folder containing your game's files will be created and saved to the specified location. For your game to work you will need both of these to be uploaded to a server. The index.html can also be customised to show your game with a different background colour, or at a different position etc.. but a knowledge of the HTML language is necessary for this (see the HTML5 Tab of the Global Game Settings).
- For Android devices, a *.apk file will be generated which can be used directly on any Android devices or uploaded to the Google Play or Amazon stores (or any other site that accepts Android apps).
- For an iOS or Mac build you will need all the appropriate developer permissions and an Apple Mac computer. GameMaker: Studio will create a *.dish file which you will then need to prepare in the Application Oven app on a Mac. This will then generate your iOS or Mac app for you.
- If you have bought GameMaker: Studio through Steam then you can also compile to the Steam Workshop. For more information see here.
Please note: GameMaker: Studio uses a C++ runner to create all final games and apps. The previous GameMaker versions used Delphi, so this means that any game imported from previous versions may not work without certain changes.
For further information on how to compile a final game for your target platform, and for details on how to upload these to the various app stores available, please see the YoYo Knowledge Base.
Distribution
With the information in the preceding sections of this manual you can begin to create your games, but when your game is finished you obviously want other people to play it. You can of course export a *.gmz file and let them use GameMaker: Studio to play it but this is normally not what you want! First of all, you don't want others to be able to change the game or get access to all your hard work, and secondly you also want people to play the game even if they do not have a copy of GameMaker: Studio. So you would like to create a stand-alone application or package of your game, or upload it as HTML5 to a site on the internet so that everyone can play it!
Creating Your Stand Alone Game
Creating stand-alone applications is very easy with GameMaker: Studio. First you have to choose the 'target' for the files to be made which means choosing whether you wish to create an *.exe for Windows, generate JavaScript and HTML for use in a browser, or create a package for one of the other target modules. Each of the individual targets has their own settings and you must ensure that they are correctly configured in the Global Game Settings and Preferences before you continue.
Once everything is correct, you then go into the File menu and select the item Create Executable or you can press the following button, found on the main IDE toolbar beside the Play and Debug buttons:
Create Executable For Target
Either option will open a save window where you can give the final name that you wish to use for your game file. Once you have done this, the necessary files will be generated so that you can distribute it as you wish.
NOTE: Before doing a final build of your project for release, you should always clear the Asset Compiler Cache (using the green 'broom' icon at the top of the IDE) to ensure that all cached files are recreated and no stale files corrupt your final game.
Target Platform Formats
Each target option saves to a platform specific format:
.The Apple USB SuperDrive is compatible with Mac models from 2008 and later that don't have a built-in optical drive.MacBook, MacBook Air, and MacBook Pro models with USB-C ports require a USB-C to USB adapter (sold separately) to use Apple USB SuperDrive. Superdrive for mini mac. For a nominal fee, OWC's Apple Certified Technicians can install a Super-MultiDrive, Hard Drive, and/or Memory upgrade into your Mac mini. Also included is the shipping safe box, shipping to Other World Computing, and return delivery of the upgraded Mini to you. OWC Mac mini Installation Service.
- If you have the setting as 'Windows' in the main GameMaker: Studio window, then only a Windows compatible file will be made. This can be an installer, a stand-alone *.exe or a *.zip. The export file type is chosen from a drop-down menu within the 'Save' dialogue itself, as shown by the image below: Please note that the 'Single Runtime Exe' is designed for use only for quick testing and should not be used for distribution (use the Zip or Installer options). When creating a single EXE you can get issues when saving files and it may not run on certain machine conficurations.
- If you have chosen to build HTML5, then an index.html (default name, but you can give your own name too) along with a folder containing your game's files will be created and saved to the specified location. For your game to work you will need both of these to be uploaded to a server. The index.html can also be customised to show your game with a different background colour, or at a different position etc.. but a knowledge of the HTML language is necessary for this (see the HTML5 Tab of the Global Game Settings).
- For Android devices, a *.apk file will be generated which can be used directly on any Android devices or uploaded to the Google Play or Amazon stores (or any other site that accepts Android apps).
- For an iOS or Mac build you will need all the appropriate developer permissions and an Apple Mac computer. GameMaker: Studio will create a *.dish file which you will then need to prepare in the Application Oven app on a Mac. This will then generate your iOS or Mac app for you.
- If you have bought GameMaker: Studio through Steam then you can also compile to the Steam Workshop. For more information see here.
Please note: GameMaker: Studio uses a C++ runner to create all final games and apps. The previous GameMaker versions used Delphi, so this means that any game imported from previous versions may not work without certain changes.
For further information on how to compile a final game for your target platform, and for details on how to upload these to the various app stores available, please see the YoYo Knowledge Base.
Distribution
Once you have created a stand-alone application or package for your game you can then give the file to other people or place it on your website to download. You can also upload these files to the different hosting services for individual distribution or to online stores (like Google Play, iTunes or the MS Store) for general distribution and retail.
Further information on these formats and file creation can be found on the YoYo Knowledge Base.
You are free to distribute the games you create with GameMaker: Studio in any way you like, and this means that you can even sell them! Of course, this assumes that the sprites, images, and sounds you used to make it can be distributed or sold as well and that you have the legal rights to all assets. See the enclosed license agreement for more information on this (available on the Licences Tab).