In early 2016, I was growing listless at my current game design job. I’d been making games in one form or another for most of my life and felt like I was drifting away from being able to get my hands dirty and craft something.
Inspired by my friend Simon at Inexplicable Games who had also recently also quit his games industry job to become a full-time indie game dev, he pointed me to a video series done by Tom Francis of Gunpoint and Heat Signature fame that introduced how Game Maker works. You can check it out here.
I’d sat on a Game Maker Studio license for about 2 or 3 years by this point, having purchased it from a Humble bundle and figured that well, perhaps now would be the time to do something with it and regain my love of making games.
For my day job, I had mostly used Unity and with my existing programming skills being somewhere between ‘non-existent’ and ‘criminally embarrassing’, this video series was well pitched, with Tom getting straight to the meat and potatoes of making a game rather than coding theory. It was terrifically easy to follow and I got through the series in about a week.
By the time I’d watched the last video, I decided to try making my own small game, a side-scrolling shmup that I made over the course of about 2 weeks, doing a couple of hours work each evening. I completed the small game and felt hugely accomplished.
On and off over the next couple of years, I’d dip in and out of Game Maker, creating small projects to enjoy making something simple and creatively liberating, whilst slowly improving my programming skills to the dizzying heights of ‘not that great’.
An opportunity arose at the end of 2017 to take a year off work and see what I could do on my own and I took it. Just a little over 12 months after I left my job, I’ve just released Bubbles the Cat to the world. And I absolutely loved the process.
You might also have considered making games, but perhaps been held back or dissuaded by the following worries:
“I have no idea how to program and it looks incredibly scary / I’ve bounced off previous attempts to learn.”
So did I! The video series is very well pitched at complete coding novices and GameMaker takes away some of the more frustrating elements of programming. Plus, there is a tonne of resources you can use to help you when you get stuck (more on that below).
“Bad MSPaint drawings are the height of my artistic talent.”
Mine too. There was a reason I hired freelance artists to take care of that! That’s fairly expensive though and hardly practical for making smaller experimental projects and there’s only so much excitement you can get drawing red circles or cubes wandering around featureless environments.
My suggestion would be to initially start using something like opengameart.org and freesound.com for access to a wide selection of royalty-free assets. If you want to spend a little money, you could consider something like Kenney’s assets, which may prove more cohesive in style.
“I’d love to make my own stuff, but I don’t have the time/energy.”
This one is hard as if you’re not happy in what you’re doing from 9-5, it’s extraordinarily difficult to have enough energy to fire up an editor when you get back home (especially if you’ve been doing it all day already!)
I found the best success in spending an hour each weekday evening working on small learning projects - and no more than that to mitigate burning out. Don’t beat yourself up if you miss a day (you almost certainly will, what with other life commitments) - just get back on it the next day.
Another tip that can help you manage your projects and give you more bite-sized goals than ‘make an entire game’ is to use something like Trello to give yourself shorter, achievable goals like ‘implement player collision’ or ‘add player inventory’.
“I want make this really amazing game that does basically everything, but I find getting there too frustrating.”
When I was around 12 years old, I wanted to make a massive JRPG with hundreds of hours of gameplay, branching overlapping story and a massively deep and intricate combat system. I’d written a grotesquely enormous design document and if I could just get a solid engine, how hard could it be?
That game did not come to fruition.
It’s easy to get into a mindset where you picture a grandiose epic and that becomes the only thing you want to make; but it’s also easy to get discouraged at how long the project takes or if things don’t quite match up to your vision - especially from a low experience level.
Starting with smaller projects or prototypes and incrementing scope and complexity with each one allows you to get a better handle for the tools you’re using works, where your strengths and weaknesses lie and will allow you to finish stuff!
“I’ve hit a roadblock and I might as well stop developing now, I clearly can’t do this.”
Getting stuck on a problem can be enormously discouraging - you feel like nobody else is going to have the same issue and that there’s no way you can get around the problem.
Again, starting with small projects means that there’s less that can go wrong and makes it easier to track down issues and growing pains you have when you learn any project - for example, mishaps with collisions are easier to track down when it’s a simple whitebox room.
For Game Maker specifically, there’s a whole bunch of useful resources I found that got me out of pretty much any jam I found:
r/gamemaker Reddit
GameMaker Discord
Some helpful Youtube channels:
PixelatedPope
Shaun Spaulding
Heartbeast
If you’ve been idly (or perhaps not-so-idly) contemplating making a game, I hope this gives you the push you need to do it, as Tom Francis’ tutorials once did for me!