var sum = 0;
for (var i = 0; i < 10; i++) {
sum += i;
}
show_message(string(sum));
Ask the right questions to secure the right Game Maker Language talent among an increasingly shrinking pool of talent.
Game Maker Language (GML) is a proprietary computer programming language developed by YoYo Games for their GameMaker Studio software. Introduced in 1999, GML is primarily used for the creation of video games, allowing developers to control aspects such as object interaction and game environment. The language is designed to be user-friendly, making it accessible to beginners while still offering advanced functionalities for experienced programmers. GML is event-driven, meaning it executes in response to specific occurrences within a game. The language's development and evolution have been instrumental in democratizing game development, contributing to the rise of independent game developers globally.
The next 20 minutes of the interview should attempt to focus more specifically on the development questions used, and the level of depth and skill the engineer possesses.
GML supports three types of loops: 'for', 'while', and 'do...until'. A 'for' loop repeats a block of code a specified number of times. A 'while' loop repeats a block of code as long as a certain condition is true. A 'do...until' loop repeats a block of code until a certain condition is true.
You can create an array in GML by using the array keyword followed by the name of the array and the values it should contain. For example, 'var myArray = [1, 2, 3];' creates an array with three elements.
A local variable is only accessible within the script or event where it is defined, while a global variable is accessible from any script or event in the game.
The basic data types in GML are real numbers, strings, arrays, and data structures.
Game Maker Language, or GML, is a proprietary programming language developed by YoYo Games for their GameMaker software. It is primarily used for the development of video games and allows developers to create complex and large scale games in a relatively short amount of time.
Passion for game development can indicate that the candidate will be motivated and dedicated to their work.
Staying updated with the latest trends and technologies can help the developer to create more engaging and innovative games.
Previous experience with game development can indicate that the candidate has practical knowledge and can handle the demands of the role.
Good communication skills are important for a developer to explain complex ideas to non-technical team members and to collaborate effectively with others.
Problem-solving skills are essential for a developer as they will often encounter issues that require innovative solutions.
This is important because GML is the primary language used in Game Maker Studio. A strong understanding of GML is crucial for developing games.
The next 20 minutes of the interview should attempt to focus more specifically on the development questions used, and the level of depth and skill the engineer possesses.
GML supports several types of data structures, including stacks, queues, lists, maps, and grids. These can be used to store and manipulate data in different ways, depending on the needs of the game.
Collision detection in GML can be implemented using the built-in 'collision_rectangle' or 'collision_circle' functions, which check for collisions between instances and a specified shape.
'instance_create' creates an instance on the highest layer, while 'instance_create_layer' allows you to specify the layer on which the instance should be created.
The 'instance_create' function is used to create a new instance of an object at a specified position in the game room.
GML has a built-in error handling system that allows developers to catch and handle errors. This can be done using the 'try...catch' statement.
At this point, the candidate should demonstrate proficiency in Game Maker Language, problem-solving skills, and understanding of game design principles. Red flags include lack of knowledge about GML syntax and functions, inability to troubleshoot code or design issues, and poor communication skills.
var sum = 0;
for (var i = 0; i < 10; i++) {
sum += i;
}
show_message(string(sum));
var x = 5;
var y = 10;
if (x > y) {
show_message('X is greater');
} else if (x < y) {
show_message('Y is greater');
} else {
show_message('X and Y are equal');
}
var arr = [1, 2, 3, 4, 5];
arr[2] = 10;
show_message(string(arr[2]));
var thread = thread_create(my_function);
thread_start(thread);
var player = new Player();
player.name = 'John';
show_message(player.name);
var obj = instance_create(0, 0, obj_Enemy);
with (obj) {
direction = point_direction(x, y, obj_Player.x, obj_Player.y);
speed = 5;
}
The final few interview questions for a Game Maker Language candidate should typically focus on a combination of technical skills, personal goals, growth potential, team dynamics, and company culture.
AI behavior in a GML game can be implemented using a variety of techniques, such as state machines, pathfinding algorithms, and decision trees. The specific implementation would depend on the needs of the game.
Shaders are programs that run on the GPU and are used to control how graphics are rendered. In GML, shaders can be used to create a wide range of visual effects.
Multiplayer functionality in a GML game can be implemented using the built-in networking functions, which allow for the creation of server and client instances and the sending and receiving of data between them.
'draw_self' draws the current instance's sprite, while 'draw_sprite' draws a specified sprite. 'draw_sprite' also allows you to specify the sub-image and position where the sprite should be drawn.
Optimizing a GML game for better performance can involve a variety of techniques, such as reducing the number of instances, optimizing graphics and sound assets, and using data structures efficiently.
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