Fangames > Programming Questions
How to actually START making a fangame?
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Rad:
So I've been working on my game, and then all of the sudden realized I was doing all this work in the sample engine game...
How do I import all of this to a new gamemaker project? Simply dragging it all into the same folder doesn't work and dragging it to the right folder on the left side of Gamemaker is tedious and doesn't show sprites/objects, as well as doesn't keep them in their folders.
How do I transfer all of the files?
And for future reference, how do I only move the engine when I want to make another game?
Thanks :)
klazen108:
I can't speak for everyone, but typically when you make a fangame you'll take the engine and just add in all of your custom stuff. Just delete anything you don't need, or just don't use it, rooms & objects don't take up any space, it's just graphics/sounds you have to worry about!
This is actually one of the reasons Seph's engine is so clean. It has only the basic required sprites/sounds/objects and none of the frills, so it's perfect for experienced developers that only want the fangame physics prepared for them and want to develop all the content on their own.
infern0man1:
Right click the engine .gmk or .gm8 or w/e
'Copy'
Paste in new folder
:Kappa: b
Rad:
can I just rename the game somehow? (without fucking up the gamemaker project?)
klazen108:
If you want to change the game name that appears in the title bar, you absolutely can. it depends on the engine though, which one are you using? look for a Script called "initGlobalOption" or "SetGlobalOption" and see if there's a spot for your game name, like this:
Or if your engine doesn't have that, maybe it's in the world object's Room Start event, like here:
(Note that this is the same engine as above, so it just uses global.Game_Title. You might see a string there instead that you can edit)
Hopefully that helps! If you let us know which engine you're using, I can find the exact spot that it's placed at.
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