Introducción al Desarrollo de Videojuegos con GameMaker · Module 1: Introduction to GameMaker, Installation, and First Project

Environment Installation and Configuration

Lesson 2 of 60 · 50 min

Also available in: ES

Introduction: Preparing Your Workstation for Game Development

Before drawing your first sprite or writing your first line of code in GameMaker Language (GML), it is essential to properly set up your workspace. GameDevelopment differs substantially from the casual use of a computer: during a typical creation session, the graphics engine compiles assets, manages background processes, handles dynamic file structures, and coordinates complex interfaces with multiple simultaneous editing windows.

GameMaker essentially consists of two elements that operate together: the Integrated Development Environment (IDE), which is the visual software you interact with to organize resources and program, and the Runtime, which contains the libraries, compilers, and tools needed to turn your project into a functional executable video game. Understanding this separation and configuring both elements from day one prevents compilation errors, accidental data loss, and performance issues.

System Requirements and Technical Considerations

GameMaker is widely recognized in the industry as one of the most lightweight and accessible engines on the market. However, to guarantee a smooth experience when working with complex animations, multiple tilemaps, and real-time previews, your hardware and software must meet certain specifications.

ComponentMinimum RequirementsRecommended Requirements
Operating SystemWindows 10 (64-bit) / macOS 11 Big Sur / Ubuntu 20.04 LTSWindows 11 (64-bit) / macOS 13 Ventura or higher
Processor (CPU)Intel Core i3 or AMD equivalent with 64-bit supportIntel Core i5 / AMD Ryzen 5 or higher (four or more cores)
RAM Memory4 GB of system memory8 GB to 16 GB of high-speed RAM
Graphics Card (GPU)DirectX 11 or OpenGL 4.1 compatible (512 MB VRAM)Dedicated GPU with 2 GB or more VRAM supporting DirectX 11/12
Storage3 GB of free space for IDE and Runtime installationSolid State Drive (SSD) with 20 GB or more for projects and caches
ConnectivityInternet connection for registration, activation, and librariesStable broadband for continuous update package downloads

💡 Important Note on Operating Systems: GameMaker has dropped support for 32-bit architectures. Make sure your version of Windows, macOS, or Linux is strictly 64-bit in order to install both the IDE and modern Runtimes.

GameMaker Account Registration and Licensing Model

GameMaker operates under the Opera account structure. To use the software, even in its free tier for learning and developing non-commercial projects, you must have a verified user account. This account manages your login in the IDE, access to the resource store (GameMaker Marketplace), and integration with publishing platforms.

The access model for beginners and indies includes full use of all engine tools for non-commercial purposes at no cost. You can design, program, compile, and test your projects locally on your computer as many times as you want, as well as publish to the GX.games web platform. Paid commercial licenses are only required when you decide to monetize your titles or independently export them to commercial PC stores (such as Steam or commercial itch.io), consoles, or mobile devices.

To create your account, follow these steps:

1. Go to the official GameMaker website (gamemaker.io) from your preferred web browser. 2. Click on the registration button in the top right corner (usually labeled 'Sign Up' or 'Log In'). 3. Select the option to create an account using email or link an existing Opera, Google, or GitHub account according to your preference. 4. Fill in the requested profile details: a valid email address, a strong password, and acceptance of the terms of service. 5. Check your email inbox and click on the verification link you received. This step is crucial: if you do not confirm your address, the IDE will not allow you to validate your login on the first launch.

Downloading and Installing the GameMaker IDE

Once your account is confirmed, you must download the main installer corresponding to your operating system. On the official website, within the downloads section, you will typically see two distribution channels: the 'Release' (Stable) version and the 'Beta' version. For educational purposes and stable professional development, you should always choose the Release version, as it ensures the engine features have been thoroughly tested against critical bugs.

Steps for installation on Windows systems:

1. Download the installation executable file (usually named GameMaker-Installer-XXXX.exe). 2. Right-click on the downloaded file and select 'Run as administrator' to avoid permission restrictions on the system. 3. If Windows User Account Control (UAC) displays a warning, confirm it to continue. 4. The setup wizard will display the welcome screen and the End User License Agreement (EULA). Read it and click 'I Agree'. 5. In the component selection, make sure to keep the GameMaker 'Core' checkbox and necessary shortcuts checked. 6. Select the destination directory. By default, it will be placed in 'C:\Program Files\GameMaker'. Unless you have a dedicated partition on a secondary SSD, the default path is recommended. 7. Click 'Install' and wait for the progress bar to finish. The installer may require additional packages such as Microsoft Visual C++ Redistributable if your system lacks them; allow their automatic installation. 8. Click 'Finish' while keeping the checkbox ticked to launch GameMaker.

Steps for installation on macOS:

1. Download the disk image package with a .pkg or .dmg extension from the official website. 2. Open the downloaded file and drag the GameMaker icon to your Applications folder. 3. When opening the app for the first time, Apple's Gatekeeper security system may ask you to confirm opening software downloaded from the internet; confirm the action by selecting 'Open'.

Schematic diagram illustrating the GameMaker installation and setup workflow: account registration, IDE installation, Runtime download, and preference tuning.
Figure 1: Technical startup workflow of the development environment in GameMaker. · AI-generated image

First Login and Runtime Management

When launching GameMaker for the first time, the program will not immediately show the project welcome screen. Instead, the IDE requires authenticating your identity against Opera's servers and downloading the Runtime components.

A window will appear asking you to log in. Click the 'Login' button. The IDE will open a tab in your default browser to handle authentication via secure protocol (OAuth/SSO). Enter your previously created credentials. Once access is approved in the browser, it will send an internal confirmation to GameMaker, and the IDE will automatically unlock.

Immediately after authenticating, you will see a progress bar in the top right corner of the IDE, or a popup modal window with the message 'Downloading Runtime'. It is vital not to close the program or disconnect your computer from the internet during this step. The IDE is merely the visual working interface; the Runtime contains the math libraries, physics engine, rendering subsystem, and internal compiler without which you cannot run any game.

💡 Caution: If your internet connection is interrupted during the Runtime download, it may become corrupted. If you encounter 'Runtime not found' errors or instant compilation failures when trying to run projects later, you must go to Preferences -> Runtime Feeds -> Master and force a manual check or reinstallation of the active Runtime.

Essential Environment Configuration (Preferences)

The next fundamental step is to adjust the general program options to suit your needs and prevent common difficulties. In the top menu bar, select 'File' and then click 'Preferences' (or press the keyboard shortcut Ctrl + K on Windows, Cmd + K on macOS). This will open GameMaker's central preferences manager.

1. Interface and Display Settings (General Settings)

In the left sidebar of the preferences window, expand the 'General Settings' section. Here you will find elemental controls on how the development environment itself is rendered:

- **IDE Skin / Theme:** You can switch between dark and light themes. By default, the 'Dark' theme drastically reduces eye strain during extended coding and design sessions. - **DPI Scaling:** If you use a 4K resolution screen or a high-density laptop display, text may appear tiny or blurry. Under 'IDE DPI', you can force scaling to 100%, 125%, 150%, or allow it to adopt the operating system scaling automatically. - **Automatic Updates:** It is recommended to configure update notifications so the engine alerts you before downloading new versions. Updating the engine midway through a complex project without checking release notes can cause incompatibilities with deprecated functions.

2. Code Editor and Feather Configuration

'Feather' is one of the most significant components for any programmer in GameMaker. Feather is the intelligent real-time static code analysis and autocomplete system built into the engine. It acts as an advanced spell and grammar checker that continuously analyzes your GML scripts, warning you of uninitialized variables, incorrect function calls, incompatible data types, and non-existent resources before you compile the game.

To configure Feather properly, navigate down the preferences tree to the 'Feather Settings' category:

- **Enable Feather:** Make sure this box is checked. If you are working on a computer with extremely limited specs (older processors or less than 4 GB of RAM), Feather may demand CPU resources; only in such extreme cases is it advised to disable it. - **Severity Levels:** Feather classifies alerts into three levels: 'Message' (stylistic messages or minor suggestions), 'Warning' (warnings about potentially problematic code), and 'Error' (critical syntax errors that will prevent compilation). Leave this setting on its default mode to receive valuable educational suggestions while learning to write clean code. - **Naming Rules:** Feather helps you maintain an orderly convention in your project by recommending standard prefixes (for example, requiring sprites to start with 'spr_', objects with 'obj_', and sounds with 'snd_'). You can enable or disable the strictness of these warnings according to your learning pace.

Next, head to 'Languages' -> 'GML Code' within the editor preferences. Here we will adjust ergonomic writing options:

- **Default Scripting Language:** GameMaker allows working in two modes: GML Code (traditional text writing) and GML Visual (block-based visual programming using actions and nodes). In this course we will focus primarily on **GML Code**, as it is the industry standard offering maximum flexibility, readability, and development speed. Set this parameter to 'GML Code' so that every new event or object you create initializes directly with a pure code editor. - **Tab Size:** A value of 4 spaces is recommended to facilitate reading hierarchical blocks (blocks delimited by curly braces { }). - **Auto-closing of brackets and quotes:** Enable automatic closing of brackets ({}), parentheses (()), and quotes (""). This prevents one of the most recurring syntactic errors among novice programmers: forgetting to close a structure before compiling.

3. Storage Paths, Performance, and Backups

One of the gravest mistakes beginners make is failing to pay attention to the physical location where their projects and temporary files are stored. GameMaker writes and deletes thousands of temporary files per minute during the debugging phase (local test compilation).

Review the following parameters under 'General Settings' -> 'Paths':

- **Default Project Location:** Determines the root folder where your video games will be created. **Golden rule of security:** Never place this folder inside continuous cloud synchronization services like OneDrive, Dropbox, Google Drive, or iCloud Drive with direct sync enabled. These services lock files on disk when attempting to sync them in the background at the same time the GameMaker compiler tries to write to them, causing fatal compilation errors ('Permission Denied' or 'File Access Error') and even irreparable project corruption. Save your projects in a dedicated local folder (for example, 'C:\GameMakerProjects\') and perform manual backups or use professional version control systems like Git. - **Automatic Backups:** Go to the section corresponding to project backups. Verify that the 'Enable Automatic Backups' option is enabled and set a prudent interval (between 5 and 10 minutes). This will ensure that in the event of a power outage or unexpected operating system shutdown, lost work is kept to a minimum.

Verifying the Execution Environment (Target Manager)

Once you have saved your preferences by clicking 'Apply' and 'OK', you will return to the main GameMaker interface. Before proceeding to create or manipulate any files, you need to verify that the engine has the correct output Target configured.

In the top right corner of the main GameMaker window, you will see a circular icon that resembles a target or bullseye. This element is formally known as the **Target Manager**. Clicking on it opens a context menu with three critical columns:

1. **Platform:** Indicates the operating system or ecosystem you will compile for. For free version users on Windows, the default option will be 'Opera GX' or 'Test' (which uses the local test virtual machine). With standard licenses, you will also have 'Windows', 'macOS', or 'Ubuntu'. For our local development practices, make sure your native desktop platform or local test mode is selected. 2. **Output:** Determines the type of technical compilation. There are two modes in GameMaker: 'VM' (Virtual Machine) and 'YYC' (YoYo Compiler). The **VM** option compiles the project almost instantly, packaging the code to be interpreted by the engine's virtual machine; it is the mandatory and optimal mode for daily development, debugging, and rapid learning. Meanwhile, **YYC** translates GML code directly into native C++ and uses heavy external compilers (like Visual Studio on Windows or Xcode on Mac), offering higher performance at the cost of significantly longer compilation times. 3. **Device / Configuration:** Allows selecting the test device (defaulting to 'Default') and variable configuration (defaulting to 'Default').

💡 For the entire initial journey of this course, always keep the output set to 'VM' mode. Compiling in VM mode takes mere seconds, allowing you to immediately test every change you make to the game.

Troubleshooting Common Initial Issues

During installation and first startup, technical issues may arise caused by restrictive operating system settings or interference with other programs. Below are the three most common problems and their documented solutions:

- **The IDE freezes on a white or black screen upon startup:** This is usually due to a conflict between the UI's graphics engine hardware acceleration and the computer's graphics card drivers. The immediate solution is to update your GPU's graphics drivers (NVIDIA, AMD, or Intel). As an emergency alternative, you can force the IDE to render via software by adding the `-disable_gpu` parameter to the GameMaker executable shortcut in Windows.

- **Antivirus blocking error during compilation:** Certain antivirus solutions detect executables temporarily generated by GameMaker in the system's temp folder (`%TEMP%` or `AppData\Local`) as false positives because they are created and deleted within seconds. To resolve this, add the GameMaker installation folders and your dedicated project folder to your primary antivirus or Windows Defender exclusion list.

- **Runtime download failure due to proxy or firewall:** If your connection is behind a corporate or university network, or has a strict firewall, Amazon AWS download domains (where Opera hosts compiler modules) may be restricted. Ensure your firewall allows unrestricted traffic on ports 80 and 443 for the main `GameMaker.exe` executable.

Practical Activities and Exercises

Complete the following three practical exercises to consolidate your environment setup before moving on to direct asset manipulation in the next lesson.

Exercise 1: Identity and Runtime Status Verification

**Objective:** Confirm that authentication was successful and that the engine has a functional and updated version of the local Runtime. **Instructions:** 1. Launch GameMaker and look at the top right corner of the main window. 2. Locate your Opera username or account identifier certifying you are logged in. 3. Open the top menu: `File` -> `Preferences` -> `Runtime Feeds` -> `Master`. 4. Observe the list of available and installed Runtime versions. **Verification criteria:** At least one version with a checkmark icon or bold text must appear in the Runtime list, indicating it is installed locally on your hard drive (`Status: Installed / Active`). If none appear installed, click the download button next to the latest version on the Master channel and wait for the process to finish before closing the window.

Exercise 2: Ergonomic Customization and Feather Activation

**Objective:** Configure the IDE exclusively for GML Code programming development with smart analysis support. **Instructions:** 1. Open the preferences window (`Ctrl + K` or `Cmd + K`). 2. Navigate to `Feather Settings` and ensure the general `Enable Feather` checkbox is active. 3. Go to the `Languages` -> `GML Code` section. 4. Modify the `Default Scripting Language` option (or default script language when creating new resources), making sure it is set to **GML Code** and not GML Visual. 5. Verify that autocomplete and auto-close options for parentheses and braces are enabled. 6. Click `Apply` and then `OK`. **Verification criteria:** When clicking `Apply`, the bottom bar must not display error messages, and preferences must be saved persistently. When reopening preferences after restarting the software, modified checkboxes must retain the values you assigned them.

Exercise 3: Local Working Directory Setup on Disk

**Objective:** Establish a secure root folder in your operating system that does not interfere with cloud sync services or permission issues. **Instructions:** 1. Use your operating system's file explorer and create a folder at the root or in your home directory (for example: `C:\GameMakerProjects` on Windows or `/Users/your_user/GameMakerProjects` on macOS). 2. Inside that folder, create two subfolders named `Projects` and `Backups`. 3. Return to GameMaker, open preferences, and go to `General Settings` -> `Paths`. 4. Set the `Default Project Location` path pointing to the `Projects` subfolder you just created. **Verification criteria:** Open the path in the file explorer and verify that it does not contain the active sync icon from OneDrive, Dropbox, or Google Drive. This check prevents 99% of read/write failures beginners experience when trying to compile their first video games.

Summary

  • GameMaker is divided into two essential technical components: the IDE (the graphical interface where you design and program) and the Runtime (the set of compilers and libraries that run the game).
  • GameMaker is free for learning, development, and publishing on GX.games; it only requires an active Opera account for authentication.
  • It is strongly recommended to use the Release (Stable) version and 'VM' (Virtual Machine) compilation mode to iterate quickly while learning.
  • The Feather tool provides real-time static code analysis, helping detect uninitialized variables and syntax errors before compiling.
  • Project folders and backups must always be stored in local hard drive paths, avoiding directories managed by cloud sync services like OneDrive or Dropbox.

Practise what you learned

Exercise 1 · 1 point

What is the primary function of the Runtime in GameMaker, as opposed to the Integrated Development Environment (IDE)?

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Exercise 2 · 1 point

Arrange the following steps in chronological order to set up GameMaker for the first time, from account creation to preparing the technical environment.

  1. 1Log in to the IDE by authenticating your credentials through the web browser.
  2. 2Wait for the Runtime download to complete without closing the application or disconnecting.
  3. 3Verify the user account using the activation link sent via email.
  4. 4Download and install the 64-bit Release (Stable) version.
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Exercise 3 · 1 point

To install both modern IDE and Runtime releases, GameMaker strictly requires a -bit operating system. Additionally, the engine's built-in tool for real-time static code analysis and smart code completion is called .

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