Going Pro in Game Building

Learn the skills you’ll need. You’ll need some skills in order to make a game (skills we can’t teach you here because they are too complex). You might need to go to school in order to learn these skills but it is technically possible to learn them on your own as well. You’ll need a good understanding of math, since many games boil down to a series of equations. You’ll also need to learn a programming language (usually C, C++, or C#). There are schools for game design, but your best bet is to go to the best school you can get into for programming. This will give you a more diverse skill set so that you can take a general job as a programmer if you don’t immediately get hired with a company.

Start by making a small game. If you want to break into the industry and start working with major publishers, it’s a good idea to start by just making a small but engaging game that shows your skills but doesn’t require 5 years to make. This can get someone interested enough to give you a job or give you money. You also just don’t want to bite off more than you can chew.

Stay indie. You don’t need to get your game published by a major publisher. You don’t have to be recognized by anyone but your players if you don’t want to. The indie game market is alive and kicking and right now is the best time to be making this kind of game. Keep this in mind before strongly pursuing official backing.

Make use of Kickstarter and other crowd-funding sites. If you want to make a great game, of any type at all, you’re going to have to get some money. It takes a LOT of money to make a game. Currently, the best way to get that money is to run Kickstarter, which is one of many crowd-funding platforms. Check out some Kickstarters that have been successful in the past to see what they did right, but the main pieces of advice are to have great incentives and communicate constantly.

Get your game on Steam. Steam is Valve’s digital game store and one of the most popular distribution channels for PC games. They are also one of the most friendly distribution channels for indie games. If you’re making this type of game, your best bet for success is to get it on Steam. Currently, Steam Greenlight is the channel you will probably have to go through.

Build a fanbase. Build a website and an army of social media accounts for your game. Update constantly and let people feel involved in the process. Communicate as much as possible with people who become interested in what you’re doing. Having people excited about your game is key to indie success, since interest is often the main factor in things like getting on Steam.

Make friends in the community. The indie community is very tight knit and many of them can help you on your road to success. If you want to succeed, it’s a good idea to make friends with them, help support them in their ventures, and promote their games. They’ll help you do the same if they think you’ve got something worthwhile.

How to Make a Platform Game in Game Maker

This will require a little bit of experience with Game Maker. Don’t do this for your first game.



Make a simple block sprite for your wall. Also make a sprite for your player. For the wall call it spr_wall and the player spr_player

Make an object called obj_wall and check the solid box.

Make sure you select the wall sprite.

Make an object and call it obj_player.

Make sure you select your player sprite.

For obj_player: go to add event and click Step then Step again. Then go to the control tab, and drag and drop the ‘execute code’ action.

Now in the code box put in
// simple Platforming code!
// if place_free(x,y+1) { gravity = 0.7 gravity_direction = 270 } else { gravity=0 gravity_direction = 270 } //the arrow keys<,>,^ if place_free(x-4,y)and keyboard_check(vk_left){x-=4} if place_free(x+4,y)and keyboard_check(vk_right){x+=4} if !place_free(x,y+1) and keyboard_check(vk_up){vspeed=-10}

Just copy and paste.

For obj_player: Go to add event, then Collision, then with obj_wall.

Put in this code (go to the control tab and drag and drop ‘execute code’:move_contact_solid(direction,12); vspeed=0;

Make a room, call it room_1, make a level design by clicking with the selected object and save the room (click the tick at the top.)

Run the game!

How to Find Video Game Cheats Online

If you’re stuck at a certain point in a game and you’ve been trying to get past it for a long time, it may be time to go extreme – cheat! Most video games have a number of “cheat codes” which can be used to gain various advantages.

Identify the type of game system you are using. Is it a PC, or is it one of the console units (such as Nintendo GameCube, Xbox, or Sony’s PlayStation 2/3/4)? Make a mental note of your gaming platform as sometimes the codes are different across platforms, even if they’re for the exact same game.

Identify the game you are playing. It helps to be as specific as possible. For example, are you playing “Zelda,” or is it actually “Zelda: Majora’s Mask?” Make a note of the specific game you are playing. This is especially true if the game you are playing is part of a series. Just searching for “guitar hero cheats” may not get you to where you want.

Use a search engine. Type in the name of your game, the gaming platform, and the word “cheats.” For example, if you are playing “Halo 2” on Xbox, type in Halo 2 Xbox cheats. If you want to go one step further, you could also search directly into a cheat website such as gamesradar.com.

  • For games that are available on more than one console, include the console in your search criteria.

Look through the results. Choose a site that offers cheat codes for your game and platform. More often then not, one should jump out at you immediately. If it doesn’t, there’s a chance that there are just no cheats available for your game.

  • If you find a particular cheat website that you really like, you might want tobookmark it for future use, too.

Find and note down the cheat that you want to use.

Follow the instructions given on the website to use the cheat while playing the game. If you’re really struggling, try looking for some sort of cheat menu, perhaps within the main menu or settings of the game.

Designing Gameplay

Determine your goals. What are you trying to do with this game? What story are you trying to tell? What do you want your players to feel at the end? What kind of experience do you want it to be? What do you want to get out of the project? These are some important questions you’ll need to ask yourself before you begin the process, because the answers will provide the light at the end of the tunnel for this process. You need to know where you’re going if you want to get there efficiently.

Determine your audience. Different audiences are more likely to play in different ways. They are also more likely to prefer different types of games and have different standards for content. Remember, it’s fine to want to make a game for a very specific audience, but it will limit the profits that you make. Be realistic.

Design for different devices. Before you get very far into the process, you need to consider what kind of devices you want your game to be on. Mobile platforms are quickly becoming a major player but PC and consoles are still (and will likely remain) strong. The programming involved, and especially the interface and controls, will change drastically with your platform, so it’s important to understand what you’re going to be putting the game on.

Consider your genre. The genre of your game will determine most of how it’s designed. Is it an FPS? A platformer? An RPG? A social game? There are very few aspects of design that are not influenced by the genre. Of course, you can say “forget genres” and just make whatever you want, but this is more difficult to market and you will be forced to be more creative and original: not the easiest way to break into the design world.

  • One of the things that you’ll have to think about when designing based on genre is how you wand the UI to look. Different types of games will have the UI more or less visible, depending usually upon the complexity of controls.
  • Another consideration is that while some genres lack it almost entirely, other game genres have become synonymous with dialogue. Will your dialogue need to be recorded? Will you do it text based? How interactive will it be? Planning ahead for dialogue is important, as you’ll have to not only design the system itself but also the dialogue trees.
  • You’ll need to decided on a combat system for many types of games, or find the equivalent if your game does not have combat. Think of this as the “game” part of the game. It is arguably one of the most important parts of design and having a model to work from is very helpful.

Determine player agency options. As a general rule, you want your players to feel like they have a choice in what they’re doing. However, certain types of games have come to be associated with much more choice than others. Adding choices can be very complex but it can also be relatively simple, depending on how you decide to do it.

  • Some games give the appearance of having choice, for example, but actually have very little choice involved. This can be done well or it can be done poorly.
  • An example of choice done well would be the Bioshock series or Witcher 2. An example of choices done poorly would be something like Old Republic.

Outline your challenges. The serious design work begins next: you need to create your gameplay loop. This is an outline of how your game works. It usually ends with your player’s goal and details the challenges they’ll have and the goals they’ll need to meet. An example would be the first Mario game, where the loop would look like: run, avoid obstacles, hit flagpole.

Create the incentives for your player. No matter what kind of game you’re making, you need to give your player a good reason to want to achieve the goals and progress through the whole game. It needs to be proportionately rewarding for the level of the challenge it poses.

Balance difficulty with playability. You also need to make sure that the game isn’t too hard, or at least not so hard that it makes playing the game impossible or nearly impossible. Your game should pose some challenge, but not so much that it’s going to induce a lot of rage quit. This usually requires some testing, but that’s okay: that’s what betas are for.