If you have too much happening or the game is poorly optimised, then the fps can go down causing your game to lag, although it will not ever go over the given fps. Note that this is not a fixed value, and is simply the frame rate that you want the game to try to maintain. You can set this value to whatever feels right for your game, with 30, 40 and 60 being the most common fps that people choose. This means that the game loop will tick over 30 times (frames) in one second, so, for example, if you have an instance that is drawing an animated sprite, the sprite will show 30 frames in one second - assuming the animation speed is also set to 30 in the image editor - or if you have an enemy object that has to run AI code in the Step Event, it will run its code 30 times in a second. In the image above the default value is shown which is 30 Frames per second (fps). The game speed is calculated as Game Frames Per Second, and can be set from the project Options window (click on the Options button to open): When you finish you can always press to open the manual and get more information.īefore actually opening a room, we'll first talk about Game Speed as this will affect everything about your game and should be set at the start. The room editor has a great many tools for you to use and has some quite advanced functionality to let you create your games how you want to, and in this tutorial we will cover the essential aspects that you need to know to get started, and simply give a brief overview of the more advanced aspects. However you are not limited to one room and can have as many as you require to bring your project to life. ![]() No matter how many sprites, objects or other resources you create, your game will not run unless it has at least one room, which is why all new projects are created with a room by default. This tutorial explores arguably the most important tool that GameMaker Studio 2 has to offer.
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