Study Notes — GameMaker Part A (YoYo Terms)

Aligned to the “GameMaker Part A by YoYo Terms” worksheet (30 questions, 15 minutes)
Mr. Grit and Motivation
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Core GameMaker Concepts

TermMeaning
GML (GameMaker Language)The primary language used in GameMaker by YoYo Games.
SpriteThe graphic/image that visually represents an object.
ObjectActive entity that runs code and interacts (player, enemy, coin).
RoomThe level or screen where the game takes place.
LayerRoom Editor organization for backgrounds, tiles, and objects.
TilemapEfficient way to build large, detailed levels using tiles.
PhysicsRule set controlling motion and interactions (e.g., gravity).
CheckpointSpot where the player’s progress is saved in a level.
Trigger ZoneInvisible area that fires events when the player enters.
Boss FightA special, challenging enemy encounter.

Why layers & tilemaps? Layers keep scenes organized; tilemaps let you build big levels quickly and efficiently.

Movement & Position

Direct position changes

GMLEffect
x = x + 5;Move 5 pixels right.
y = y - 10;Move 10 pixels up.
x = x + 1;Increase x by 1 (right by 1 pixel).

Common movement helpers

  • move_towards_point(x, y, spd) — head toward a coordinate at a given speed.
  • motion_set(dir, spd) — set direction & speed in one call.
Exam tip: If you see x = x + n, think “move right by n”. If you see y = y - n, think “move up by n”.

Collisions & Object Lifecycle

Collision check

  • place_meeting(x, y, obj) — is this instance colliding with obj at (x,y)?

Destroying objects

  • instance_destroy() — removes the current instance from the room.

Events (when code runs)

  • Create — runs once when an instance is created.
  • Step — runs every frame (continuous game loop).
  • Alarm — runs after a timer counts down.
  • Destroy — runs when an instance is removed.

Logic, Control Flow, and Data

Core statements

  • repeat (n) { ... } — repeat a block of code n times.
  • if (...) { ... } — run code only when a condition is true.
  • switch (...) { ... } — choose among multiple cases.
  • Comments — explain code to humans; the computer ignores them.
  • Debugging — the process of finding & fixing errors.

Common variables & types

  • score — usually tracks the player’s points.
  • Basic types you’ll see: string (text), numbers, arrays, structs.

Example

if (lives <= 0) {
    game_end();
}

Ends the game if lives are less than or equal to zero.

Audio & Visuals

Play sounds

  • audio_play_sound(asset, priority, loop) — play a sound asset.

Change appearance

  • sprite_index — set this to a sprite asset to change how an instance looks.

Level Design Focus

Quick “Match the Question” Guide