Double click a description to activate scroll.
Select Level screen Update
Thanks to user 'nkrapivindev' on the Discord channel, here is an improved version with some fading and rotating text effects he added to the project.  

Create a simple Select Level screen
This is a short tutorial on how to create a 'Select level' screen for your game. All the levels will be locked except the first one. When it is completed, the next one will be 'unlocked' for you to play.

Linux users must choose a Dialog Widget system for the dialogs to work.
File Dropper
Currently Windows-only. Mac and Linux will be supported in the future. Make sure your copy of ENIGMA has the File Dropper extension packaged with it otherwise you will need to update ENIGMA. If you have the extension packaged with ENIGMA, you will need to enable it via the checkbox, otherwise it's functions will not be accessible. It is not enabled by default.
Key to Success
"Key to Success" is free and open source.

Collect all the keys  to succeed in this traditional 2D platformer.

An Indie Game by Time Killer Games (Samuel Venable).

Original Soundtrack by HYPERLAMB.
Drag and Drop
a short tutorial showing how to grab and object and place it at a random position on the screen.
Create a Collapse game tutorial
A tutorial on how to create a match 3 game like Collapse. There is no score system, no special effects, or additional features. Such can added by one without doing major work to the core of the project.

A Windows executable is included.

The source is fully compatible for Windows and Linux systems. It should also be able to work on Mac systems. However I did not get to test on a Mac system.
Grave-ENIGMA
This project was developed by uheartbeast and posted on GitHub. I've made a few changes to get it to compile with ENIGMA:
- Replaced ds list accessors with ds list functions, since ENIGMA doesn't support them yet
- Replaced UK spellings, because ENIGMA didn't recognize them
- Change how some local variables are declared, since their scope seem different from GMS

Licensed under the MIT.
Rotation tutorial
this shows 2 types of rotation when using sprites. first the normal 360 degrees and next is the rotation along the x-axis. this shows that you can animate a sprite without having to add additional frames.
Vertex buffer primitives+benchmark
a set of functions rewritten for enigma that replace basic gml primitives with vertex ones
the example is meant to introduce users to the vertex buffer functions.
Mystery Mansion 64bit Linux
This is a Linux Debian package for 64bit versions. It has been tested on Linux Mint LMDE 3 Cindy with great results. it should work on like systems as well.
A* pathfinding for enigma
all of the A* examples on gml i found didn't work with enigma so i made this one. it generates a graph and shortest path between selected nodes

A* algorithm finds the shortest path on graph. the gml's mp_potential is based on A* algorithm, nevertheless, although the A* is intended for graphs,  to make mp_potential simple to use, it implements A* on grid (by creating a node in each cell of the grid). this is resource intensive and impractical if you want a game with thousands of npc. instead you'd have to make a node based pathfinding.
ive made a few tests and enigma kills game maker 50x with this one.
Mystery Mansion
Mystery Mansion is a puzzle adventure game where you, the player,
must solve a series of rooms and collect the treasures. You must
also avoid traps and monsters as they try to twart your progress.

Use your puzzle solving skills to move your character to cover the
markers, getting the blue door key to open the treasure room. When
you've collected all of them, you will get the exit key to leave the
room. Solve all the rooms to get the biggest treasure of all.

Use the Arrow keys to guide your character. Be careful not to get stuck. Press 'R' to restart the game and you also lose a life. If the monsters touch you, you lose a life. Patience is your friend!
Project Mario
Project Mario started when I decided to make a few modifications to Slayer 64's (GMC Member) conversion of Project Kingspace. Before I knew it I was writing an entire Mario clone, it just happened like that. Project Mario is meant to be a 3D Platforming example for GM programmers, who might be interested in programming a game in the genre. I attempt in no way to make this a full game only a few levels and examples and some custom created graphics, as to not use copyrighted material. Feel free to use anything in the example, including textures, resources, audio, and code. You do not have to credit me but some of the GMC members and others who helped make this open source project would appreciate recognition for their work!
AI mp_potential_step Example
a sample game using the mp_potential_step function. One of it implications is as AI to moves towards a goal avoiding obstacles in its path.
Count Down timer bar
A simple Count down timer bar example using delta_time function
butts
butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts butts
Platform Engine
This is a very cool platform engine made by Reaper9990
Isometric Mario
This is a really cool example in the style of Mario RPG or something similar, by Revax
Bloom and Glow Test
Glowing bloom effect, uses glow-mapping and multiple surface blurring. Try it out! Example is by Fihril Kamal.
Fake 3D
Simple 3D, completely drawn in 2D. Has a simple lighting effect as well. Can be used for anything, credit not required, by RTII

Showing games 1-20 of 59.<  Page  1   2   3  >