With the recent surfacing of the Game Maker 8 open beta, I felt duty-bound to download the tool and give it a whirl to see what’s improved over previous versions.
It turns out that there’re quite a lot of tweaks in the new release: some of them are purely aesthetic, while others shake the system to its very core and sprout random slices of chocolate cake when you enter the secret code. It’s quite clear already that Game Maker 8 has made a considerable jump over its predecessors in a way that will benefit just about any user out there.

In this, the final part of the series, we’ll cover the long-awaited subject of 3D models, as well as highlighting some of the possible problems you may have as you attempt your own 3D games.
We’ve covered
In Part 1, we learned how to set up a basic camera, and draw the 3D primitives that Game Maker provides functions for. If you took my advice and messed around on your own a bit, you’ll have noticed a few limitations to included scripts. For instance, how do you go about rotating primitives? There are no arguments for that in the functions. What if you want to scale primitives in interesting ways, beyond simply changing the size via the draw functions? Well, in this instalment, I’ll be answering these questions using a single concept – transformations.
It goes without saying that almost every game developer probably started out wanting to make games in 3D. After all, practically all of the AAA games that we played growing up were in 3D, so it comes as no surprise that we want to create our own 3D wonderworks.
Have you ever wondered how anyone was able to create that magical cursor in the World of Goo? Wonder no more, noble Dev.Mag reader, for this article will explain how you can put that gooey cursor into your game, in just 15 minutes. We will be using Game Maker Pro as our development tool, so to get started, open up a new project.