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This is the last part of our series “Game Development Flappy Bird Clone in Game Maker Studio”. I hope that you have enjoyed this series and feeling really great up till now.
As I told you in the last part that we are going to have just one part left for this series and we have reached now. We are done with our whole game and in this part I will just show you, how you can deploy your game on different platforms and setting logos etc. This is the most important part of Game Development, as it is useless if you make a game and don’t know how to deploy it.

In this series, I will show you how to deploy your game on Android, but you can follow same steps to deploy your game on other platforms as well. Game Maker Studio Tutorials (Deployment) First of all you need to download and from android website if you don’t have it already. Other than this you need to have for deployment. Here you need to install that jdk file in your computer but keep other two downloads as it is. After downloading these, you will see that there will be an SDK Manager in the android SDK download folder, as shown in the image below. You need to update all the versions inside that SDK Manager. After updated this sdk, close it and you will see that there will an sdk folder in the download folder of android sdk.
You need to give the path of that sdk folder, jdk and ndk folder in Game Maker. What you need to do is, at the top menu bar Go to File Preferences and select the Android tab and set the required paths of all the required android files as shown in the image below. In this image above after giving the paths of required files, click on check button to see if you have given the corrent path or not.
In my case both SDK and NDK are OK. Now you can see there is a tab Keystore at the top left corner in vertical form, click on Keystore and where you just need to change the path of keystore and give your own name. YOu can give any path where you wan to store you keystore file. I am keeping the default path but changed the name to mykeystore. Now click OK button to save and close this window. Now we need to set the logos, name, version etc.
So to that, below the different Sprites, Objects etc. Folders there will be a file Global Game Settings. Open that up and select the Android tab from the top menu inside that window. You will see a window something as shown in the image below. In the above window, you see that there are different tabs for different platform. I have selected Android because I want to export my project for android. Set any name you want to show on android store, set the version(change it every time to update your game on android store), set the package (try not to change it, once you change it first time), change the game settings to portrait mode.
You can see that it required four different images and one large splash screen. I am not to going to add my own images because I have not created these images for this tutorial. But I am showing you how to change these images. For Splash screen image you should have an image for the size of your game room (in our case it is 768 x 1024). And for other images you need to set these of the same size as they are required (size written below each image).
(easy-to-learn) Game Maker Language Tutorial version 6. Tutorials out there. I promise I will do what I can to stay away from using technical terms.
Now Click OK to save the settings and close these. There is one thing left that you need to do and the to change the Target to Android on the main window as shown in the image below. Now in order to make the package of your game, you need to go to File Create Application and it will let you select the destination folder where you want to save your package and click OK. It will start creating your package and take some time depending upon how big your game is. I have created my game’s package of my actual game with the Flappy Duck on my desktop as shown in the image below. Congratulations, you have successfully completed this Game Development series on Game Maker Studio Tutorials.
I hope that every one of you liked that and got a lot of help from this tutorial in understanding this tool. Now one thing that I want to share with you more that how to monetize your game so that you can earn money from it. I have written articles on it which you can see by clicking on (for version.
About an year ago, creator of the awesome indie game, created this tutorial on his personal. He made an exceptional work explaining the way he did, so, follow his steps and you will do really fine. Also, I have to tell you by self-experience: this will take a lot of practice, time, hard work and patience (like everything in the game developing world), but if you manage to do it, you will do great.
2D artist are quite needed for freelance jobs that companies have to offer. Here’s the tutorial, enjoy. Note: This tutorial was created in 2007 for my personal website.
Some small tweaks have been made since then, but nothing too significant. In this 10-step tutorial, I’ll teach you how to create a “sprite”, which is a stand-alone two-dimensional character or object. The term comes from video games, of course. Creating pixel art is a skill I picked up because I needed graphics for my games. After a lot of practice, I became kinda handy with it, and started to see it more as actual art rather than just a tool. These days, pixel art is quite popular in game development and illustration.
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This pixel tutorial was created many years ago to teach people the basic concepts behind pixel art, but I’ve streamlined it a lot since its first incarnation. There are other pixel tutorials around, but I find them to be overly-complicated and too wordy. Pixel art is not a science. You should never have to calculate a vector when doing pixel art. TOOLS One of the nice things about pixel art is that you don’t really need any fancy tools – your computer’s built-in paint program is probably good enough! That said, there are programs made specifically for pixel pushing, like Pro Motion, or, for Mac users, Pixen. Can’t say I’ve actually tried them, but I’ve heard good things.
For this tutorial, I’m going to use Photoshop, which is an expensive beast, but it’s good for all kinds of art and it’s numerous features are pretty useful for pixelling. USING PHOTOSHOP FOR PIXEL ART When using Photoshop, your main weapon is going to be the pencil tool (shortcut “B”), which is the alternate for the brush tool. The pencil lets you color individual pixels, without any anti-aliasing. Two other tools that will come in handy are the marquee tool (shortcut “M”) and the magic wand (shortcut “W”) for selecting and dragging or copying and pasting. Remember that by holding “Shift” or “Alt” while you make your selection you can add or subtract from your current selection. This comes in handy when trying to grab areas that aren’t perfectly square.
You’ll also use the eyedropper (shortcut “I”) to grab colors. Color conservation is important in pixel art for a number of reasons, so you will want to grab the same colors and reuse them. Finally, make sure you learn the shortcuts.
They can save you a lot of time and energy. A good one to know is “X”, which switches your primary and secondary colors. LINES Pixels are essentially little blocks of color. The first thing you need to learn is how to use these blocks effectively to make any kind of line that you want.
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We’ll discuss the two most basic types of lines, straight and curved. STRAIGHT LINES I know what you’re thinking – this seems too easy to even bother with! But with pixels, even straight lines can be problematic. What we want to avoid are “jaggies” – little breaks in the line that make the line look uneven. Jaggies crop up when one piece of the line is larger or smaller than the surrounding pieces. CURVED LINES For curvature, make sure that the decline or incline is consistent all the way through. In this next example, the clean-looking curve goes 6 3 2 1, whereas the curve with the jaggy goes 3 1.