Beginner’s Guide to GML: Getting Started with GameMaker Language

Migrating from Drag-and-Drop to GML: A Step-by-Step WorkflowSwitching from Drag-and-Drop (DnD) to GameMaker Language (GML) is a common milestone for GameMaker Studio users who want more control, better performance, and cleaner, scalable projects. This article lays out a practical, step-by-step workflow to help you migrate projects confidently while minimizing bugs and keeping development moving forward.


Why migrate from Drag-and-Drop to GML?

  • Greater flexibility: GML exposes more engine features and allows custom logic not possible with DnD.
  • Improved performance: Well-written GML tends to run faster than equivalent DnD code.
  • Scalability and maintainability: Text code is easier to refactor, reuse, and version-control.
  • Community and learning: Many tutorials, libraries, and examples use GML.

Preparation: plan before you convert

  1. Inventory your project

    • List all objects, events, and scripts that rely on DnD.
    • Identify complex DnD chains (long sequences of actions) and visual scripts that are frequently edited.
  2. Set migration goals

    • Full rewrite vs. incremental conversion (recommended: incremental).
    • Prioritize converting core systems first (input, movement, collision, UI).
  3. Set up version control & backups

    • Commit current project to Git, or make manual backups.
    • Create a separate branch for migration work.
  4. Establish coding standards

    • Decide naming conventions, file organization (scripts vs. object code), and comment style.
    • Consider using functions and scripts to promote reuse.

Step 1 — Learn GML equivalents for DnD actions

Start by mapping DnD actions to GML functions and constructs. Common pairs:

  • Movement: DnD “Set Speed / Direction” -> speed, direction, motion_set, move_towards_point(), vs built-in physics functions.
  • Collisions: DnD “If collision with object” -> collision_rectangle(), place_meeting(), instance_place(), event_collision.
  • Instance creation: DnD “Create Instance” -> instance_create_layer(x, y, layer, obj).
  • Variables: DnD “Set Variable” -> myVar = value; variables are dynamically typed.
  • Timers: DnD “Alarm” actions -> alarm[n] and alarm[n] event code.
  • Sounds: DnD “Play Sound” -> audio_play_sound(sound, priority, loop).
  • Room transitions: DnD “Go to Room” -> room_goto(room_index) or room_goto_next().

Refer to the GameMaker manual for specific function signatures and any engine-version differences.


Step 2 — Start small: convert a single object

Choose a simple, self-contained object (for example, a pickup or a button) and convert its DnD events into GML.

  • Open the object’s events and for each DnD action, write equivalent GML in the corresponding event.
  • Replace chained DnD actions with clear, commented code blocks.
  • Test the object in-game and fix any immediate issues.

Example: converting a coin pickup

  • DnD: On collision with player -> Play sound; Increase score; Destroy instance.
  • GML (in Collision event with obj_player):
    
    audio_play_sound(snd_pickup, 1, false); global.score += 10; instance_destroy(); 

Step 3 — Convert systems, not just objects

After practicing with single objects, tackle whole systems: input handling, player movement, enemy AI, UI, and physics. Converting systems yields more predictable behavior and easier debugging.

  • Centralize input: move keyboard/mouse handling into a controller object or the player’s Step event.
  • Movement & physics: replace multiple DnD motion actions with single, coherent GML routines (use friction, acceleration variables).
  • Collision handling: prefer place_meeting()/instance_place() checks and collision events for deterministic behavior.
  • UI and HUD: separate drawing logic into Draw GUI event, using draw_text_ext(), draw_sprite(), and viewports.

Step 4 — Create utility scripts and libraries

To reduce duplicated code and speed conversion, write scripts (GML functions) for common tasks.

Examples:

  • script_get_direction_to_point(x, y)
  • script_spawn_enemy(type, x, y)
  • script_apply_damage(target, amount, source)

Organize scripts into folders (Player, Enemies, UI, Utilities) and document expected parameters.


Step 5 — Maintain game behavior: regression testing

After converting parts, run systematic tests to ensure behavior matches the DnD version.

  • Keep a “reference build” (a copy of the DnD project) for comparison.
  • Create test rooms or automated checks: confirm movement speeds, collision ranges, timings, and UI updates.
  • Log discrepancies and address them in small, focused commits.

Step 6 — Optimize and refactor

Once functional parity is reached, refine the code:

  • Replace repetitive code with functions.
  • Use arrays/structs for grouped data (e.g., stats, inventories).
  • Profile performance: check heavy loops and frequent events; move costly computations to less frequent events or coroutines.
  • Consider Data Structures (maps, lists) for complex state.

Example: using a struct for a player:

player = {     hp: 100,     speed: 4,     equip: ds_map_create() }; 

Step 7 — Final sweep and cleanup

  • Remove unused DnD objects/events.
  • Rename scripts and objects for clarity.
  • Update room instances to use new object behaviors if you created new objects.
  • Ensure build settings (export targets, asset paths) are correct.

Common pitfalls and solutions

  • Timing differences: DnD actions sometimes execute in chained batches; replicate exact timing with alarms or step-order logic.
  • Scope and variable naming: DnD “Variable” actions may use different scopes (instance vs. global). Be explicit: use global.var or instance.var as needed.
  • Events order: Understand GameMaker’s event order to preserve event interactions (Begin Step, Step, End Step, Draw).
  • Unintended persistence: DnD-created persistent objects may behave differently once restructured—check object persistence flags.

Example migration checklist (short)

  • [ ] Backup & version control
  • [ ] Inventory DnD usage
  • [ ] Convert simple objects
  • [ ] Convert core systems
  • [ ] Create utility scripts
  • [ ] Regression test
  • [ ] Optimize
  • [ ] Clean up

Resources

  • GameMaker manual (refer to functions and event behaviors)
  • Community forums and example GML scripts
  • Existing open-source GameMaker projects for reference

Migrating from DnD to GML is an investment: the upfront cost pays off with cleaner, faster, and more flexible projects. Take it step-by-step, test frequently, and lean on utility scripts to keep the work manageable.

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