top left This defines the physical size of your sprite and facilitates interactions with the environment. Open the action editor in the Step Event(double click the event if it's not open already). This is done by going to the Layer Propertieswindow - which is opened by default on the left of the room editor when you select any layer - and then clicking the button that says "No Tile Set" which will open a window to let you select the tile set to use: The tile set selected will now open on the right of the room editor workspace and you can click on any of the tiles to select it for "painting" into the room: We now need to paint the tiles in a way that makes sense for the room and the tile set chosen, so select the appropriate tiles to make the final tilemap layer look like this: You can test the game now and it should play exactly the same as it did before, only now we have a nicer background for the action to happen on. The asset browser lets you see all the elements in your project folder. Lets change that. We wont make a sprite for this one; we dont want to see it. You can actually delete this and type in any text to get a preview of how it will look in the game. For this we need to add a Create Eventfor the object "obj_player", and in it add the following action: All we are doing here is preparing a variable called "cooldown" for use later on in the game - remember, the Create Event is only run oncewhen the instance is first created, so this variable is being initialised to 0 once only. The aim of this tutorial is to simply get a "player" object onto the screen and moving around, and the first thing we are going to need for that is a Sprite. Basically, some tile set images may be created with "empty" areas around each tile and so you can set the pixels or cells between each individual part of the image here. The smart thing is that there is an Auto Tiling option that will automatically make that judgement call for you. Next choose the Drag and Drop option, which we will be using for this GameMaker Studio tutorial. By default the room will have been created with a Backgroundlayer, so select that now. In this way we can ensure that the image alpha will increment until it reaches 1 and go no higher (this is important, as while you can set the image alpha value to more than 1 - or even negative numbers - this will have different effects on different platforms and the recommended value for this variable is always between 0 and 1). It is worth noting that previous versions of GameMaker had a built in global variable "score" ehich could be used for these things, but it meant that you could only ever have one score value for the entire game (which was limiting and it's generally better to have unique variables for score in each instance - for example, if we wanted to make a two player game then we couldn't use the global score and would have to make instance variables for each one, the same as we have here). We will be using an That square is in the top left but is shunted 32 pixels to the right. By continuing you agree to our Terms of Service and Privacy Policy, and you consent to receive offers and opportunities from Career Karma by telephone, text message, and email. Sprites Currently we are adding 4 to the "x" value every game frame, so what we want to do is only add 4 if the keyboard right arrow is being pressed. Drag and Drop is GMS 2s no code solution to making games. Note that in the Font Editor you have a preview window that by default shows "Hello World". When it comes down to it, the best game engine is the one that youre most comfortable with and that allows you to create what youd like to create.