You need Flash player 8+ and JavaScript enabled to view this video.

Easy to use map editor.

Create your dream game within weeks! Express Game Maker simplifies game making for those who can't or don't have the time to program.

Making games has never been this easy.

 

Map Editor

Easily Create Your Maps

Most games take place on maps that contain characters and other objects such as houses, trees and so on. In EGM, creating maps is easy as just selecting an image and then clicking on the map to place the image. You’ll be making your maps in just a few minutes.

Image of

Unlimited Layers

Unique

Create your maps with unlimited layers at no performance cost. Unlimited layers gives you more control over what can appear over what. It allows you to detail your map without limiting yourself.

Tiled and Pixel Mapping

Unique

Break out of the grid. EGM seamlessly allows for both tiled and pixel mapping. You are no longer stuck on square boxes and may place your tiles anywhere on the map. This also means you can layer tiles on top of each other to create series of visual effects.

Use Multiple Tilesets and Objects

Most game makers limit the number of tilesets you can use on a map to just one. However, EGM allows you to use an unlimited number of tilesets on a map. This allows more for more materials to be used on your map, and mean you spend less time using image editors (such as Paint).

Don’t want to use tilesets for your game? You don’t have to. You can easily import stand alone images to EGM and turn off tileset mode with the click of a button.

Tile and Layer Properties

Unique

Modify every tile’s opacity, rotation, and scale for greater detail. No need to modify your graphics for every little effect when you can do so right in EGM. You can also add a background to each and every layer which you can tint and create a panorama effect.

Animation Editor

Animate Your Game

EGM provides a very powerful and simple animation editor that allows you to create character animations and other animations with just a few clicks. The best part is, it supports a variety of setups from spritesheets to single images.

[Placeholder]

Easily import your Spritesheets

Spritesheets are an easy way to add animations to your game. EGM can import any type of spritesheet. Since there are many types of spritesheets, EGM offers a couple of tools to cover every type from 1x8 to 4x4.

Total control over Animations

You have control over each frame. This means you can have as many frames to an animation as you want and you can change the settings of each frame as you see fit. You can also add as many sprites to a frame as you want. Sprites can be rotated, scaled and tinted to display the effect you want. This is useful for not only creating character animation but also creating effect based animations.

Events

No need to touch one line of code

“Programming” has never been easier because you don’t have to write ANY code. It is all command and event based. In EGM we have objects that are called “Events”. Events can be characters, chests, monsters, ships and so on.

[Placeholder]

Point and click programming

Unique

Point and Click programming is very useful for those who are not programmers. It does not require anyone to learn a language such as C++. Everything is ready and at your will. Say you want an Event to display a picture, all you have to do is go to the list of commands and select the Show Picture command.

Simple and powerful interface

Unique

The Event editor interface is designed to be powerful and simple at the same time. Everything is where it should be. You can add graphics to Events, make them move around, and command them to perform many tasks such as showing messages and creating enemies.

Over 100 Commands to Mix and Match

That’s right, over 100 commands to bring your ideas to life. With so many commands, you can create many genres such as puzzles, RPG, shooters, and platformers.

Use Templates to quickly setup events

Unique

You can either create your own templates or use ones made by others.

Physics and Collision

Complex Games made simple.

Make your games stand out with physics. Physics is built natively in to EGM. You can take advantage of it with just a few clicks. Check out the Royal Playground for a simple example of what you can do.

[Placeholder]

Physics are now

Many great games use physics very creatively. EGM brings physics to your game with ease so you can too. Whether you are making a puzzle game or a platformer, physics can add the extra touch to make it stand out.

Examples you can look at

The templates provide settings that can be re-used for your game as well as tutorials that can help you get started right away.

Simple to use and setup

You don’t need to be a rocket scientist to make use of physics in EGM. All you need to do is specify simple values such as gravity, mass, friction and EGM will take care of the rest.

Heroes, Enemies, and Database

Manage game components from the general to the specific.

Most games have heroes (e.g. the player), enemies (e.g. monsters), and other things such as items, spells, and so on. EGM makes it simple for you to manage these by presenting you an editor for each. Design your heroes and enemies with unique stats and features.

[Placeholder]

Create Unique Items, Weapons, Spells and States

Easily create items that heal or start events. Create weapons that shoot projectiles and define how these projectiles behave. Make your games stand out by creating projectiles that stand out from simple straight shots. Create spells that do more than just damage a target, such as summoning new enemies or allies. Be creative.

Setup Enemies for Different Situations

In EGM, you can modify enemy AI in many ways. You can either use the Event editor, the enemy editor or both. Through the enemy editor, setup the enemy’s life, strength, speed and weapons. Through the Event editor, decide when it will take action and who it will attack.

Create Characters For Nearly Every Genre

EGM gives you the power to create characters for nearly ever genre from RPG swordsmen to shooter spaceships. Setup the characters’ life, strength, speed and give them weapons with just a few clicks.

Menu Maker

What you see is what you get (WYSIWYG) results!

Simply make your title screen, pause menu, HUD and other menus using the menu maker. The Menu Maker is built on familiar systems, such as the Eventing system, to keep it simple, fast to learn and powerful.

[Placeholder]

Simple and Powerful Interface

You only need to know what you want to make, the rest is drag and drop. You can drag and drop from windows to buttons. Modify their size, position, color and many other unique settings. Programming them is also easy and uses the same simple system as Events do which makes its very powerful tool.

Create Visually Attractive Menus

Menus can use gradients or skins. Skins come in parts and are setup in the Skins editor with a little preview of what it will look like when used. Skins allow you a lot of flexibility and the basic gradients can be used for more simple situations such as placeholders.

The Source Code at Your Fingertips

Tear down the barriers between game and code.

Unleash your games with your own code. You can improve your games even more by writing your own code for much more complex and diverse situations. We don’t like to deal with limitations on our ideas and you shouldn’t have to either.

[Placeholder]

The Advantages of Open Source

Some systems may require you to code them due to their specific and complex nature. Open source means, well, everything is open for you to edit. From the way maps are drawn to how AI is handled, you can modify every aspect of your game through code. So don’t worry about being limited to the many features EGM offers, you are freer then a bird.

Clean, Sensible, hierarchy Based Structure

You don’t need to leave EGM to code. EGM comes with a source editor that has many cool features such as synthax highlighting, code collapsing and error reporting.

Clean, Sensible, hierarchy Based Structure

The engine is coded cleanly and sensible. Everything is drawn in draw methods and updated in update methods, simple. A lot of the code is categorized and hierarchical, for example, the GameplayScreen class updates and draws the Map and Events. While the MenuScreen class updates and draws the menus.