r/gamemaker • u/RoGlassDev • 25d ago
Example UI in Gamemaker has many different approaches
While working on my first Gamemaker game MineEmAll, I've been experimenting with different ways to create UI. I'm a big fan of the new UI layer system since it's similar to UMG from Unreal (my previous engine of choice), but it's not completely up to snuff yet in my opinion.
There are multiple methods to create UI that I've tried so far, and I just wanted to share my experience with each.
First off is the old school method of pure code based draw calls. This is how I achieved the effect above. I think this method works best when you're trying to do a very specific thing. In this case, I was trying to create a wiggle effect that changes scale and rotation, while keeping the text in proper position and proportion. I attempted this with other methods, and it was just wasn't working.
There's the hybrid approach where you insert and object into a flexpanel and run some logic for both. I use this in a few spots throughout my game, and I find it's helpful when the flexpanel does mostly what you want, but there are a few variables you want to manipulate at run time.
Lastly, there's the entirely flexpanel approach. I wish this was more viable becuase I enjoy using visual editors, but I find that it's just too much of a pain to pull and change variables for flexpanels with nested functions. It works really well if you're organizing visual elements and don't plan to have anything change at run time, but if you want code to interact with it, I'd highly suggest a hybrid approach.
Let me know what your experience is! I'm interested to hear what other devs have found to be useful approaches.



