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On this page
  • About
  • The Game Rules System
  • Rules
  • Variables
  • Rulesets
  • Presets
  • Export and Import Rulesets
  • Multiplayer Ranking
  • Examples

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Game Rules

New in GM 0.9. GM 0.10: evolved math rule, new "Float" variable, share/reuse rulesets (copy/paste), new inputs & events, etc. GM 0.11: new "Team" variable, connectors, etc.

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Last updated 2 months ago

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About

The Game Rules system empowers builders to:

  • Build logic more efficiently for greater game performance

  • Design new gameplays and compelling mechanics: Tower Defense, Horror / Backrooms, Resource Management, Cooking Simulator, Survival, and more!

  • Enhance the functionality of object logic (behaviours and components)

  • Guide players better and add game polish


The Game Rules System

What is it?

It allows you to use and manipulate values such as numbers, text, time, and true/false values.

What Can I Make?

Create custom mechanics, or use predefined game mechanics called Presets:

How Does it Work?

The Game Rules system defines, tracks, and relays an Experience's global mechanics.

MULTIPLAYER GAMES

Use a combination of player variables (P), global variables (G), and team variables (T) depending on how you want Rulesets to be triggered, variables to be tracked, and information to be displayed in your game mechanics.

The Game Rules Window

  • view and duplicate rules

  • focus on (go to) a rule or ruleset

Controls

Using Multiple Gridboards

Game Maker 0.11 introduces multiple gridboards to organize rulesets.

  • Add gridboard or category - Add button

  • Select a gridboard - double click its name

  • Rename/move - right click

  • Delete - trash icon (press CTRL+Z to undo)

    • deleting a gridboard removes all of its rules

    • deleting a category removes all of its gridboards and rules

  • Close Boards panel - click the X in the top right

Connectors and Rules Hierarchy are unique to the selected gridboard. Rules on different gridboards communicate.

Connections

Toggle on connections to visualize how rules in a gridboard communicate with each other with their messages in and out. It's a helpful tool to quickly view how your rules logic will trigger.

Connections only apply to the selected gridboard, but rules on different gridboards will communicate with each other.

Rules are a sequence of steps carried out from top to bottom that can be reused in your game.

They offer new possibilities, mechanics, and shortcuts to solve complex problems.

Game Rules will only receive a message from objects if the Broadcast Type is All or Rules.

To decrease a variable, use a negative number in the value change logic box.

Rule Types

Click a rule type to expand the list of options. Click on a rule in the list to add it to a gridboard.

Logic boxes highlighted in red require more information to make the rule active.

A Rule's Logical Flow

Logic boxes break down Rules into simple steps executed from top to bottom:

EXAMPLE

Timer Rule

Trigger a Rule

A rule is triggered by a message received. This can be done in many ways. Here are just a few ideas:

  • Collect, destroy, spawn, or interact with objects

  • Use an outgoing message sent from a rule to trigger a different rule

More Rule Info

What Are Variables?

Variables are the backbone of the Game Rules system. Almost every rule can or must work in combination with a variable.

They can be used to store information to build more complex logical systems and provide important information to players.

Create or Repurpose

Variables are automatically created when you use a Preset in Game Rules (more information below) or if you paste a ruleset into a gridboard. You can also create any type of variable you want and change the variable used in a rule.

A variable can be renamed and its value can be changed, but it can not be modified to a different type or be applied differently.

Create the type of variable needed and how it will be applied, replace the old variable in a rule, and delete the old variable.

Variable Types

Currently the following types of variables are available:

How Variables are Applied

Local variables have been renamed to player variables in Game Maker 0.11.

A variable can be applied three ways: global, player, or team.

Player & Team Variable Data

Player interaction is required to trigger changes to a player or team variable.

Player Source

To modify a variable for the correct player or team during play, an interaction from a player must trigger a message that will then include player source data.

In Game Maker 0.11, a player source is also needed to correctly trigger Objectives in multiplayer Experiences.

Examples:

  • detection by a Speaker or Trigger Volume

  • answering a question via Asker

  • pressing a Button

  • and more

ABOUT TEAMS

  • Behaviours, components, and the Send Message rule can broadcast a message to a specific team.

Variables Window

The Variables window lists all variables in the Experience. Each will have a tag of either G, P, or T to show whether they are global, player, or team variables.

In this area new variables can be added and existing ones can be removed or edited. The list shows the variables' names, whether they are global, player, or team variables, and type (number, decimal number, time, true/false and text).

Enter the name for internal use in the Name* field. You will create a custom name to appear in the player's HUD, or Heads-Up Display, in the rule.

Rules

To use a variable in a rule, add the rule and click Select Variable (if a variable is not selected yet, the logic box will be red and the rule will not be active).

The Variables window will open on the left. Check the box next to the variable you want to use.

Rulesets

Rulesets are a way to visually organise a group of rules used for the same game mechanic.

How Rules Act in a Ruleset

Rules may be grouped into a Ruleset, but they still act independently when triggered:

  • The order in which rules are placed in a ruleset does not change the flow of logic.

  • A rule's message Out may trigger another rule in the same ruleset or in a different one.

  • Some rules may not send a message Out.

  • a rule may trigger another rule in a different gridboard.

Example

The Collect Points ruleset (a Preset) is a gameplay mechanic that includes a chain of two rules (shown in red below) and other rules that act independently of the others.

Managing Rules and Rulesets

Move a Ruleset to a Different Gridboard

Use CTRL+C to copy a ruleset and CTRL+V to paste a ruleset into a different gridboard. Then delete the ruleset from the old gridboard.

Presets are pre-built rulesets you add to a gridboard with a single click. This is a fast way to set up commonly used game mechanics and customise as needed.

When adding a Preset, all necessary variables and messages are automatically generated.

Add then Integrate

Presets are accessed with a button in the Island Menu on the left. Click on a Preset in the list to add it to a selected gridboard.

Customise messages sent/received, variables used, rule names, and more as needed.

Integrate the Preset to communicate with your object logic (behaviours and components) to activate the Preset's mechanics in your Experience.

STEP-BY-STEP EXAMPLE: APPLY A PRESET

Integrate a Preset with Your Experience

Check Variables Included

Review variables created with your Preset to make sure they are player (P) for individual players, global (G) for all players, or team (T) for teams, depending on how you want them to apply.

Set up Messages to Trigger the Rules Included

Modify messages sent by objects or messages required in the preset's rules to ensure they will communicate as expected.

There are multiple ways to send a message. Here are a few examples:

  • Collect, destroy, spawn, or interact with objects

  • Use a Message Broadcaster to send messages repeatedly with a delay between

  • Use Timed Events to send a message in a sequence a sequence of events

  • Use an outgoing message in another Rule to trigger a different one

Debug

Export and Import Rulesets

Copy and paste Rulesets with CTRL+C and CTRL+V. Messages and variables are included!

  • Paste generated text into external sources like a notepad to share.

  • Paste into other Experiences to reuse your Ruleset!

A multiplayer Experience must be published to the map or shared to the gallery to view Ranking data during play or on the website.

NO DATE FILTER FOR GLOBAL RANKINGS... YET! Take a snapshot of global rankings at the end of your events for accurate data.

How Ranking is Determined

  • Numeric variables (Number, Decimal Number, Time) can be used to create player rankings.

  • Up to three variables can be used to sort player ranking data.

  • Sorting can be done in ascending or descending order per variable.

How Ranking Data is Displayed

Game Client / Game Maker Gallery

  1. Victory/Defeat screen is triggered

  2. Local Ranking screen appears

  3. Global Ranking screen appears

Experience Page

Global Ranking data updates in real time as Local Ranking data is collected from play sessions.

Global Ranking

  • Automatically displays on the Experience Page in a Ranking tab

  • Can be reset when updating the Experience, or at any time

  • Data updates in real time

  • Displays up to 100 top players based on criteria set in Game Maker

For the first version of this feature, Global Ranking data cannot be exported.

For the first version of this feature, there is no date filter to view rankings.

If you are running a contest that requires Global Ranking data, visit your Experience Page and take a "snapshot" of data at the right day/time for fair and accurate data.

Ranking Settings

  1. Set a Message to validate data

  2. Add up to three numeric variables to determine player rank

    1. Primary

    2. Secondary (tie breaker if Primary data is the same)

    3. Tertiary (tie breaker if Primary and Secondary data is the same)

  3. Use controls to customise settings further

Secondary and Tertiary variables can also provide interesting information for players.

Controls

  1. Ranking button - Open Ranking screen

  2. Ranking screen

  3. Message to validate data - The message you enter here must be sent to Rules to capture variable data before victory/defeat triggered

  4. Add a variable - If the plus sign does not appear, you need to create a number, decimal, or time variable to add

  5. Remove a variable

  6. Variable title - Click to edit how it will appear on Rankings screens and the Experience Page

  7. Sort variable values - Ascending or descending

  8. Create a Global Ranking - Display Ranking data for all play sessions on the Experience Page and at the end of each game session

Change a variable's format (e.g., time as mm:ss) by editing it in the Variables screen.

Trigger a Ranking

(Optional) Time Variables

(Required) All Use Cases

Examples

Example: Team Results & MVP

If you want to rank by team results and then by each player's data (e.g., highlight the MVP):

  • Primary: Team variable

  • Secondary: Player variable

Example: Timed Race

This is a workaround due to minor delays that may occur when messages are sent. Even with the same trigger (e.g., a Trigger Volume component), a player time variable will not start each player's value at the exact same time.

To accurately collect each player's time data in a race with a global timer:

  • Create a global time variable, trigger at the start of the race

  • Create a player time variable, trigger with player interaction/detection to receive a player source

  • At race start: Trigger the global time variable to begin

  • When a player crosses the finish line: Pause the local variable and overwrite the value with a Set Time Value rule, using the global time variable's value in the rule

Example: Zombie Apocalypse Survival Game

A survival game may have Ranking set up in many ways depending on the goals of the game:

  • Medium difficulty survival

    • Primary variable: Survival time (descending)

  • High difficulty survival

    • Primary variable: Number of player deaths (ascending)

    • Secondary variable: Best survival time (descending)

  • Save the world

    • Primary variable: People rescued

    • Secondary variable: Zombie kills

Using Multiple Gridboards and #connectors

The Game Rules system is a visual scripting tool in the menu.

| | | | | |

Boards button - opens a menu to select a gridboard or add a new one to organize rulesets.

Rules Guide button - links to this documentation in the Creator Portal.

Rule Connectors toggle - see chains of logic with messages sent/received in a gridboard.

Island Menu - contains Presets, Rules, and Variables to build mechanics

Gridboard - a space to add rules from the Island Menu and organise them into Rulesets.

Rules Hierarchy dropdown (applies to the selected gridboard):

enable/disable for one or more rules or rulesets

Rules

Trigger A rule is triggered by a message In. If a message with arguments is received, the argument value may be used in a rule's action.

Variable(s) A rule may use zero, one, or multiple stored values defined by name and type.

Action(s) An action to carry out (e.g., change a variable, compare values, display on the HUD, etc).

Message to Stop the Rule Some rules allow another message In to stop its actions.

Output An optional message Out may trigger another rule, object logic, or quest. A message with arguments may be sent for more complex logic or fewer rules.

Use a to send messages repeatedly with a delay between

Use to send a message in a sequence a sequence of events

Right click a Rule and use arrows to view details about each logic box.

Variables

and

Teams are assigned via behavior.

For a Team variable, you can choose Triggering Team or a specific team name (which is created via behavior).

Presets

Visit the Game Rules Guide's for a full step-by-step example of how to apply a Preset to your Experience logic.

Make sure a message is being sent to rules through direct player interaction for player or team variables to be affected correctly with .

If your mechanic isn't working as expected, you can .

Multiplayer Ranking

If a time variable will be included in the ranking, it must be started and paused/stopped before data validation and victory are triggered

Trigger a snapshot of variable data (send a validation message to Rules)

Trigger a Victory or Defeat component to end the game, revealing the ranking screen

📖
🆕

DEFINE Create Rulesets made of one or more Rules

A Rule carries out actions, which may use variables you define and values you enter

TRACK Changes to variables caused by Rule actions are stored for reuse Player variables (P) - track individual players Global variables (G) - track all players Team variables (T) - track teams (set in Spawn Point behavior)

RELAY Rules are trigged by messages In and send messages Out to communicate with:

  • other rules

  • behaviours and components (object logic)

  • quests (Objectives)

1️⃣
2️⃣
3️⃣
4️⃣
5️⃣
6️⃣

Global (G)

Synchronised values for all players

Example: All players earn a resource anyone can use.

Player (P)

Store each player's values based on their individual actions

Example: Each player earns different resources to use their own way.

Team (T)

Stores values based on the actions of members of each team

Example: Team members work together to earn a resource to gain a competitive edge over other teams.

🆕
⏸️
📸
Gameplay
Collect Points
Time Trial
Point Race
Combo
Hunger
Poison
Shop
Message Broadcaster
Timed Events
Spawn Point
Spawn Point
Collect Points page
player source data

Rule types:

Variable use, presets, and templates to learn more:

Math
Time
Comparisons
Replace Variable Values
Game Screen
Triggers
Events
📗Game Rules Guide
Math
Time
Comparisons
Replace Variable Values
Game Screen
Triggers
Events
  • Click the magnify lenses (top right)

  • CTRL+WASD keys

  • CTRL+Z - Undo

  • CTRL+Y - Redo

  • CTRL + C

  • CTRL + V Tip: Paste into a notepad to save/share (JSON format). Pasting into an Experience generates included variables and messages.

Player Perspective Enter an area. A timer appears as a door opens, indicating limited time to enter. Re-enter the area to start a timer again.

Logic Flow of the Timer Rule

  • Trigger - When the player enters an area and is detected, a message is sent to the Rule.

  • Variable - A time variable will be used to store the timer.

  • Actions - The timer is displayed and starts to count down.

  • Output - When the timer reaches 0, a message is sent to close the door. The timer can be reused if triggered.

Whole numbers for counting resources, scores, etc.

Non-whole numbers for more precise calculations (currency, using division, etc).

Display short text in banners or HUD slots (status, location, player name/level, etc).

Timers and stopwatches that can be stopped, paused, and resumed.

Set a state to manage logic, with potential to create if/else structures.

Add a Rule - To a new ruleset

  • Click on a rule in the Rules list

- To an existing ruleset

  • Select a ruleset to add it to, then click on a rule in the Rules list

  • Select a ruleset to reveal a small menu of buttons (top center)

Move a rule to a ruleset

  • Drag a rule from the gridboard or another ruleset into the desired ruleset with the ⠿ grabber at the top right of a rule

🔼
🔽
🆕
Team Variable

Experience creators may set up two types of ranking data for players to view:

Local Ranking - Current play session data

Global Ranking - All play session data

Store, modify, and reuse variables

Compare values

Generate random numbers

Create timers and stopwatches

Display information in the player's , popup windows, and banners

Trigger logic with key or mouse inputs and player entry/exit

OPEN GAME RULES Game Rules tab in the menu

CLOSE GAME RULES Click the X (top right)

MAX/MIN WINDOW (top right)

Maximise

Minimise

ZOOM IN/OUT

CTRL + move scroll wheel

PAN GRID BOARD

Click and hold scroll wheel

UNDO/REDO

COPY/PASTE

Number - Integers (e.g., 255)

Decimal Number (Float e.g., 2.55)

Text - Short character strings

Time - Time values

True/False - Boolean (binary) values

Click the button next the the name of the ruleset

Rename, Duplicate, or Delete a ruleset

🔃
⚖️
🎲
⏱️
ℹ️
⌨️
❎
🔲
🔍
🖱️
↕️
↔️
🖱️
↩️
↪️
📋
➕
🔢
🧮
🔤
⏱️
☯️
➕
✅
Gameplay
debugging
debug specific rules or rulesets
Multiplayer Use Cases for Variables
Cover

Game Rules in the Gameplay Menu. The Island Menu in the Game Rules window is highlighted on the left.
Example: Gridboards that may be useful to organize rules for a resource management game with enemy waves at night.
Rule connectors show where messages are sent and received in a gridboard
Shown: Math rule added to a new ruleset
Rule Info mode
Example: Collect Points ruleset (a Preset) - click to expand
Game Rules - Presets
Copy & Paste Rulesets
Ranking Screen (Game Client / Game Maker Gallery)
Experience Page Ranking Tab (Top 100)
Example: Timer