🟦Look & Feel

Camera and controls are player-centric. Design Experiences with the player's perspective in mind.

Camera

Camera Settings

Camera is the player's frame of reference (1st or 3rd person, top down, angled). It may or may not include the player's avatar in the view. Open the Camera tab in Global Parameters to create a variety of game types, such as a 2D side-scroller, with customisable settings.

Test collisions and spacing with any camera settings.

The Camera Lock prevents players from zooming in/out with the scroll wheel.

Ambience & Effects

Make an experience more immersive with ambient music, dynamic weather, and responsive visual and sound effects.

Use defaults or create your own custom weather settings with options including time, colors, clouds, fog, sun, moon, stars, and more.

Gradually or immediately change between multiple weather actors based on player actions or logic you create, which can include timed cycles or random triggers.

Light Behaviour

Create point or spotlights with soft or hard edges that blend with other light sources in any size or colour you need, including negative light. Gradually or immediately change colour or turn on/off.

Use Parent and Child relationships between objects to create glowing torches players can carry, moving vehicles with headlights, and more. Place static light sources for magical illuminations.

Visual FX Behaviour

Enhance gameplay events such as spells or battles, give players exciting feedback for their actions, or create wider area effects like fog to set the scene. Trigger these effects with sound, proximity to an object, or through messages.

VFX can be applied to trail from avatars using Crowd Events behaviour.

Use Timed Events behaviour to coordinate visual and auditory sequences or cycles, such as changes that coordinate with your weather logic.

Controls

Currently, single player Experiences allow more player actions than multiplayer ones. For example, P2P (player to player) combat is in development for multiplayer. Game Maker 0.8 introduced synced gameplay and updated behaviours for future compatibility.

USE AS INTENDED IS HIGHLY RECOMMENDED

Custom avatar workarounds to simulate gameplay that is not built-in are not advised as they may conflict with and/or be made obsolete by software updates.

Examples:

Drive/mount, throwing/projectile weapons, aim assist, etc.

About Controls

Players use controls to interact with the 3D spaces, objects, and logic built into an Experience. CUSTOMISED AVATARS/CONTROLS Custom avatars are mainly used for storytelling purposes. When a custom avatar is set in the Avatar tab of Global Parameters, the controls are unlocked in the Controller tab, but these are rarely modified.

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