GameMaker
Game engineWikipedia
16
MENTIONS
7
EPISODES
7
PODCASTS
Search complete. 16 mentions across 7 episodes found for "GameMaker".
Sep 4, 2026
Arguing Over Sony's Divisive State Of Play
J
36:34Joe JohnstonHOST
I mean, I mean, saying that, you know, sure, I don't like playing beat 'em ups quite so much anymore.
J
36:38Joe JohnstonHOST
Uh, I say this as someone who has spent quite a lot of time in Game Maker Studio trying to make a side-scrolling beat 'em up-
S
36:44Scott TailfordHOST
[laughs]
J
36:44Joe JohnstonHOST
.... and learning how to code one.
158: Moonlighting in the Dungeon with Mark Essen (Blood Dungeon)
A
27:11Andy NealenHOST
I was like, how did you do that? And he was like, oh, it's a bunch of layers and this and that and blah, blah, blah.
A
27:15Andy NealenHOST
I was like, I didn't know you could do stuff like that in GameMaker.
M
27:18Mark EssenGUEST
well yeah i think a lot of times it's like well it's like with i think a lot of video art that's like doing you know feedback loops and like a lot of this like modular
A
27:28Andy NealenHOST
audio stuff it's like you don't really
Episode 335 - Interviewing Metroid Prime Origins' Lead Developer, Designer, and Producer!
A
8:10Andy SpiteriHOST
When did this idea start? When did you know that you were going to drop it on the 40th anniversary? And just a little bit about the journey of making this game go from concept to reality.
W
8:27WillGUEST
Yeah, so I started using GameMaker all the way back in 2008, and I had always been practicing and attempting to do Metroid fan games with that childlike kind of interest in it and wonder.
W
8:42WillGUEST
And Metroid Prime in 8-bit was something I started and scrapped quite a few times in that process.
W
8:50WillGUEST
I wouldn't say I got very competent at coding until a few years ago.
Would You Rock With Hot Dad for 2 Hours a Day ✆ 0239
B
3:37BugHOST
... and that you can find in Hypnospace Outlaw.
M
3:39MossHOST
Jay Tholen made, uh, New Active Object, which is this cool, super weird jazz album that is made entirely out of the sound effects that came with Game Maker Studio.
M
3:47MossHOST
[laughs]
B
3:47BugHOST
That's so cool.
28 - Timothy Staton-Davis of Melanated Game Kitchen
J
48:36JohnnyHOST
Yeah
T
48:36Timothy Staton-DavisGUEST
... and Game Maker during that time period, right? Um, some early iterations of it.
T
48:40Timothy Staton-DavisGUEST
And so we would just kinda take those, make characters based on like the Tales Of series or, uh, Ys, um, and, you know, find Japanese emulators or Japanese, you know, versions of the game that we can check out and play.
T
48:53Timothy Staton-DavisGUEST
Um, and I would, you know, design ideas and, you know, figure out like, you know, um, [tsks] you know, like move sets for the, for the, for the characters and helping with like world-building stuff.
Episode 312: "Ethical NTR"
B
24:14BenHOST
They rebuilt the whole game?
S
24:16SaraHOST
They rebuilt the whole game in a proprietary engine instead of using Game Maker.
S
24:20SaturnPANELIST
Damn.
S
24:21SaturnPANELIST
And we're talking about this pre-recording that didn't end up happening for Big Gay Nerds a couple days ago.
S
24:29SaturnPANELIST
And I think that you're trying to figure out why would you do that? Because again, doing a complete engine change, rebuilding the entire game in a new engine, one that you're making yourself, in that short span of time, is a really insane thing for any developer of any scale to do, especially when Mystery has been in early access for, like, multiple years at this point.
S
24:49SaraHOST
Mm-hmm.
S
24:51SaturnPANELIST
And then I looked up how much it costs to get the version of Game Maker that lets you export things to consoles.
B
24:58BenHOST
And
3.39 Do it Yourself Construction Set
L
21:25legofan94HOST
You had to back those discs up too, since the only way ACS knew to save the game state was to write any changes directly to the game world.
L
21:34legofan94HOST
Activision's counter to this was Gary Kitchen's Game Maker.
L
21:38legofan94HOST
Well, its sound and music maker parts were actually by Alex DiMeo, and sample games were Chopper by John Van Rysen and Dan Kitchen's adaptations of the company's earlier titles Pitfall and Mega Mania, but I suppose clarifying all that would have made the title too long.
L
21:54legofan94HOST
GameMaker was a fully integrated development system with its own editors for audio, animated sprites, backgrounds and gameplay.
L
22:15legofan94HOST
The code editor had a number of conveniences, like color markup, automatic indentation for if blocks, and there was even the trace mode that made your program run step by step so that you could monitor every variable and see where something went wrong.
L
22:30legofan94HOST
And your finished and debugged game could be made into an independently playable disk.
L
22:36legofan94HOST
and yet Game Maker was not perfect.
L
22:38legofan94HOST
First of all, there was the interface.