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18dd859
smolfix
gurpreetsinghmatharoo Nov 20, 2025
81d9de9
docs(general): visual update of Script Functions And Variables page
YYBartT Nov 20, 2025
68eaeb0
docs(general): visual update of Runtime Functions page
YYBartT Nov 20, 2025
523181b
docs(feature): 2024.14.2 adds support for window_has_focus() on GXgames
gurpreetsinghmatharoo Nov 21, 2025
f28f0b5
docs(general): replaced non-breaking space with a regular space
YYBartT Nov 21, 2025
99b5b52
docs(general): dialog async functions are not async on gxgames
gurpreetsinghmatharoo Nov 24, 2025
f599249
docs(general): get_login_async no work on gx game
gurpreetsinghmatharoo Nov 24, 2025
db1544a
docs(feature): RMB delete prefab package from PFL
gurpreetsinghmatharoo Nov 24, 2025
cd71087
docs(feature): IDE will install prefabs by default
gurpreetsinghmatharoo Nov 25, 2025
c2e9716
docs(feature): variable label and desc
gurpreetsinghmatharoo Nov 25, 2025
c91f152
Merge branch 'develop.gurpreet' of github.com:YoYoGames/GameMaker-Man…
gurpreetsinghmatharoo Nov 25, 2025
8a83aef
docs(feature): Prefab Customisation in 14.2
gurpreetsinghmatharoo Nov 25, 2025
81f841a
Merge pull request #340 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Nov 25, 2025
15b3186
Merge branch 'develop' into develop.bart
YYBartT Nov 25, 2025
062cbe8
modified batch script to handle json files
Nov 26, 2025
021dd94
missed reverting back local build changes
Nov 26, 2025
d1d3b0f
fixes
Nov 26, 2025
7dade00
modified to less commands
Nov 26, 2025
9a427fe
fixes
Nov 26, 2025
87d0109
provided correct bucket name
Nov 26, 2025
ee683ce
Merge pull request #342 from YoYoGames/automate.json.files
LukeBrownYoYoGames Nov 26, 2025
4f97880
Improve comments in build_robohelp_gh.bat
ksuchitra532 Nov 27, 2025
50eec0c
Add GITHUB_REPOSITORY environment variable
ksuchitra532 Nov 27, 2025
cea3151
Fix conditional syntax in build script
ksuchitra532 Nov 27, 2025
5094f02
Update S3 path assignment in build script
ksuchitra532 Nov 28, 2025
a32657f
Merge branch 'develop' into develop.bart
YYBartT Nov 28, 2025
b1d659a
docs(feature): new "live" parameter added to room_get_info()
YYBartT Nov 28, 2025
2af21b7
docs(feature): Filters & Effects toggle added to prefab library Sort/…
YYBartT Nov 28, 2025
24bcb92
docs(general): Some writing and typo fixes on The Asset Browser page …
YYBartT Nov 28, 2025
b68147f
docs(general): Capitalised "Asset Browser"
YYBartT Nov 28, 2025
1841398
docs(general): Fix access-keys link
gurpreetsinghmatharoo Dec 1, 2025
0183f24
Remove name field from Trigger-Localisation job
ksuchitra532 Dec 1, 2025
818ab8c
Simplify workflow inputs for localisation sync
ksuchitra532 Dec 1, 2025
2aac478
docs(general): font_add_sprite() prop arg only works for ide sprites
gurpreetsinghmatharoo Dec 1, 2025
90743e5
docs(feature): Asset Browser should have Quick Access to list all Cus…
YYBartT Dec 1, 2025
190142d
Merge branch 'develop' into develop.bart
YYBartT Dec 1, 2025
d4700c6
docs(general): Changed GML reference pages to use RH variables for th…
YYBartT Dec 2, 2025
7fa3469
Update S3 upload conditions in build script
ksuchitra532 Dec 4, 2025
7d8594c
Merge branch 'develop' into develop.bart
YYBartT Dec 4, 2025
a4187f8
docs(general): used RH variables in more page titles, removed the nav…
YYBartT Dec 4, 2025
baf96f8
docs(general): Small typo fix in page comment
YYBartT Dec 4, 2025
05cf9fa
docs(general): clarification on the "MarkUILayerAsUsed" pragma
YYBartT Dec 5, 2025
385286d
Merge pull request #346 from YoYoGames/develop.gurpeet.prefab-customi…
gurpreetsinghmatharoo Dec 8, 2025
1db5484
docs(feature): Include project when IDE crashed
gurpreetsinghmatharoo Dec 8, 2025
0b52544
Merge pull request #347 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Dec 8, 2025
e402d19
docs(general): "Runtime Feeds Preferences" page has multiple broken l…
gurpreetsinghmatharoo Dec 8, 2025
3d19f70
Merge pull request #348 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Dec 8, 2025
4a2c722
docs(general): Room Editor: Show the current grid X/Y values on the s…
YYBartT Dec 8, 2025
832ba40
Merge branch 'develop' into develop.bart
YYBartT Dec 8, 2025
1ec10be
docs(general): fix typo in audio_emiter_get_y() function's code example
YYBartT Dec 8, 2025
3c4c356
docs(feature): Change 'overridden prefabs' filter to 'customised pref…
gurpreetsinghmatharoo Dec 9, 2025
9c3c66b
docs(feature): oopsie, missed an 'overridden'
gurpreetsinghmatharoo Dec 9, 2025
b9f83e3
docs(feature): fix for room_get_info syntax section
gurpreetsinghmatharoo Dec 9, 2025
215e043
docs(feature): Asset Browser quick acess for prefab - add link
gurpreetsinghmatharoo Dec 9, 2025
b647cd9
docs(feature): Prefab Library text fix
gurpreetsinghmatharoo Dec 9, 2025
4aa11ae
Merge pull request #349 from YoYoGames/develop.bart
gurpreetsinghmatharoo Dec 9, 2025
ed30198
Merge pull request #350 from YoYoGames/develop.bart
gurpreetsinghmatharoo Dec 9, 2025
d45b847
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Dec 9, 2025
4c3b08d
Merge pull request #351 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Dec 9, 2025
fbb9e36
Merge branch 'main' into develop
gurpreetsinghmatharoo Dec 9, 2025
1a22f59
Fix conditional check for robohelpPreset variable
ksuchitra532 Dec 9, 2025
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4 changes: 3 additions & 1 deletion .gitignore
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@@ -1 +1,3 @@
Manual/.rh/
Manual/.rh/
Adobe_RoboHelp*/
RoboHelp*.exe
2 changes: 1 addition & 1 deletion Manual/contents/Content.htm
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>GameMaker Manual Index</title>
<title>{GameMaker Name} Manual Index</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="assets/css/default.css" type="text/css" />
<meta name="rh-authors" content="Mark Alexander" />
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16 changes: 8 additions & 8 deletions Manual/contents/Drag_And_Drop/Drag_And_Drop_Index.htm
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>GML Visual</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<title>{GML_Visual}</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../assets/css/default.css" type="text/css" />
<script src="../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
<meta name="topic-comment" content="Page that indexes all the other GML Visualges" />
<meta name="topic-comment" content="Page that indexes all the other GML Visual pages" />
<meta name="rh-index-keywords" content="GML Visual, GameMaker Language" />
<meta name="search-keywords" content="" />
<meta name="robots" content="NOODP" />
</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1><span data-keyref="GML_Visual">GML Visual</span></h1>
<h1><span data-field="title" data-format="default">{GML_Visual}</span></h1>
<p><span data-keyref="GML_Visual">GML Visual</span> is the <strong>visual scripting</strong> method for programming with the <a href="../GameMaker_Language/GameMaker_Language_Index.htm">GameMaker Language</a> (GML). It consists of using <strong>action blocks</strong> to construct game logic in a visual and intuitive way, and is an ideal tool for people who are learning programming, or for people that have a more visual inclination.</p>
<p>The <span data-keyref="GML_Visual">GML Visual</span> section of the manual is split into the following sections:</p>
<ul class="colour">
<li><a href="Drag_And_Drop_Overview/DnD_Overview.htm">Overview</a></li>
<li><a href="Drag_And_Drop_Reference/DnD_Reference.htm">Reference</a></li>
<li><a data-xref="{title}" href="Drag_And_Drop_Overview/DnD_Overview.htm">GML Visual Overview</a></li>
<li><a data-xref="{title}" href="Drag_And_Drop_Reference/DnD_Reference.htm">GML Visual Reference</a></li>
</ul>
<p> </p>
<p> </p>
<div class="footer">
<div class="buttons">
<div class="clear">
<div style="float:left">Back: <a data-xref="{title}" href="../GameMaker_Language.htm">GameMaker Language</a></div>
<div style="float:right">Next: <a data-xref="{title}" href="Drag_And_Drop_Index.htm">GML Visual</a></div>
<div style="float:right">Next: <a data-xref="{title}" href="../GameMaker_Language/GameMaker_Language_Index.htm">GML Code</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
GML Visual-->
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>GML Visual​​​​​​​ Overview</title>
<title>{GML_Visual}​​​​​​​ Overview</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
Expand All @@ -14,9 +14,9 @@
</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1><span data-keyref="GML_Visual">GML Visual</span> Overview</h1>
<h1><span data-field="title" data-format="default">GML Visual Overview</span></h1>
<p><span data-keyref="GML_Visual">GML Visual</span> is a visual scripting tool that can be used to create your games without actually typing any code. That&#39;s not to say that you aren&#39;t programming code when you use <span data-keyref="GML_Visual">GML Visual</span>, as you are, only that your code is created and presented in a visual way using &quot;blocks&quot; of <strong>actions </strong>rather than text. Actions are simple <a class="glossterm" data-glossterm="expression" href="#">expression</a><span class="glossextra">s</span> or <a class="glossterm" data-glossterm="statement" href="#">statement</a><span class="glossextra">s</span> that can be &quot;chained&quot; together to have an instance of an object do something when placed in a room. For example, you could have an action in a <strong>Create Event</strong> to move an instance in a random direction, and another action in a <strong>Collision Event</strong> to make it bounce off the things it collides with (for more information on the different events available and how they work together see the section on <a href="../../The_Asset_Editors/Object_Properties/Object_Events.htm">Object Events</a>).</p>
<p><img alt="GML Visual Overview Screen" class="center" src="../../assets/Images/Scripting_Reference/Drag_And_Drop/Overview/DnD_Overview_Main.png" />The image above shows a typical object open on a <a href="../../Introduction/Workspaces.htm">workspace</a> to be edited. It has an &quot;Event&quot; window and a &quot;Code&quot; window chained to it, and in the code window you can see where we have constructed our GML Visual. Let&#39;s look a bit closer at this window and see what options are available to us:</p>
<p><img alt="GML Visual Overview Screen" class="center" src="../../assets/Images/Scripting_Reference/Drag_And_Drop/Overview/DnD_Overview_Main.png" />The image above shows a typical object open on a <a href="../../Introduction/Workspaces.htm">workspace</a> to be edited. It has an &quot;Event&quot; window and a &quot;Code&quot; window chained to it, and in the code window you can see where we have constructed our <span data-keyref="GML_Visual">GML Visual</span>. Let&#39;s look a bit closer at this window and see what options are available to us:</p>
<p><img alt="GML Visual Properties Screen" class="center" src="../../assets/Images/Scripting_Reference/Drag_And_Drop/Overview/DnD_Overview_Properties.png" />Below you can find more information on each of the sections shown:</p>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down" href="#">Event Tabs</a></p>
<div class="droptext" data-targetname="drop-down">
Expand All @@ -38,7 +38,7 @@ <h1><span data-keyref="GML_Visual">GML Visual</span> Overview</h1>
</div>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down3" href="#">Toolbox</a></p>
<div class="droptext" data-targetname="drop-down3">
<p class="dropspot">The <strong>toolbox </strong>is where all the GML Visual actions are stored, with different sections holding collections (libraries) of actions that are similar or related. Each collection of actions is related to a specific theme or common purpose and you simply click <img alt="LMB Icon" class="icon" height="24" src="../../assets/Images/Icons/Icon_LMB.png" width="21" /> and drag the required action from the toolbox into the action block workspace to add it to the current event. To make things simpler - as there are a lot of actions - you can use the &quot;Search&quot; bar at the top to search for a specific action or to filter the visible actions (type &quot;draw&quot; for example to get all the drawing actions), and you can also click <img alt="LMB Icon" class="icon" height="24" src="../../assets/Images/Icons/Icon_LMB.png" width="21" /> and drag icons from any library into your <strong>Favourites</strong> folder to keep commonly used actions together. This is particularly useful if there are certain things you&#39;ll be doing again and again. The favourites folder can be cleared by clicking the small &quot;bin&quot; icon.</p>
<p class="dropspot">The <strong>toolbox </strong>is where all the <span data-keyref="GML_Visual">GML Visual</span> actions are stored, with different sections holding collections (libraries) of actions that are similar or related. Each collection of actions is related to a specific theme or common purpose and you simply click <img alt="LMB Icon" class="icon" height="24" src="../../assets/Images/Icons/Icon_LMB.png" width="21" /> and drag the required action from the toolbox into the action block workspace to add it to the current event. To make things simpler - as there are a lot of actions - you can use the &quot;Search&quot; bar at the top to search for a specific action or to filter the visible actions (type &quot;draw&quot; for example to get all the drawing actions), and you can also click <img alt="LMB Icon" class="icon" height="24" src="../../assets/Images/Icons/Icon_LMB.png" width="21" /> and drag icons from any library into your <strong>Favourites</strong> folder to keep commonly used actions together. This is particularly useful if there are certain things you&#39;ll be doing again and again. The favourites folder can be cleared by clicking the small &quot;bin&quot; icon.</p>
<p class="dropspot">For a complete list of the actions available, as well as what arguments they take and how they can be chained, please see the <a data-xref="{title}" href="../Drag_And_Drop_Reference/DnD_Reference.htm">GML Visual Reference</a> section.</p>
<p class="dropspot">You can use the right mouse button <img alt="LMB Icon" class="icon" height="24" src="../../assets/Images/Icons/Icon_LMB.png" width="21" /> on any action in the toolbox to open the following menu:</p>
<p class="dropspot"><img alt="Toolbox RMB Menu" class="center" src="../../assets/Images/Scripting_Reference/Drag_And_Drop/Overview/DnD_Toolbox_RMB_Menu.png" /></p>
Expand All @@ -48,7 +48,7 @@ <h1><span data-keyref="GML_Visual">GML Visual</span> Overview</h1>
<li class="dropspot"><b>Make </b>/ <strong>Remove Favourite</strong>: This will add or remove the action to the <strong>Favourites</strong> library at the top of the toolbox. This library is where you can create a custom group of actions that you use regularly, reducing the amount of time needed to look for them in their actual libraries.</li>
<li class="dropspot"><strong>Clear Favourites</strong>: Selecting this will remove all actions from the Favourites library.</li>
<li class="dropspot"><strong>Clear Recently Used</strong>: Selecting this will remove all actions from the Recently Used library.</li>
<li class="dropspot"><strong>Collapse All</strong>: This option will collapse all the GML Visual libraries so that only the library titles are visible, and not the action nodes. Each library can be expanded again by clicking on them.</li>
<li class="dropspot"><strong>Collapse All</strong>: This option will collapse all the <span data-keyref="GML_Visual">GML Visual</span> libraries so that only the library titles are visible, and not the action nodes. Each library can be expanded again by clicking on them.</li>
</ul>
<p class="dropspot"> </p>
</div>
Expand All @@ -71,7 +71,7 @@ <h1><span data-keyref="GML_Visual">GML Visual</span> Overview</h1>
<div style="float:right">Next: <a href="../Drag_And_Drop_Reference/DnD_Reference.htm">GML Visual Reference</a> </div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
GML Visual Overview
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>GML Visual​​​​​​​ Reference</title>
<title>{GML_Visual}​​​​​​​ Reference</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
Expand All @@ -14,7 +14,7 @@
</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1><span data-keyref="GML_Visual">GML Visual</span> Reference</h1>
<h1><span data-field="title" data-format="default">GML Visual Reference</span></h1>
<p>This section of the manual lists all the different actions available to you when using <a data-xref="{title}" href="../Drag_And_Drop_Index.htm">GML Visual</a> to program your game. Below you can find each of the different <strong>Action Libraries</strong> available to you from the object <span data-keyref="GML_Visual">GML Visual</span> <a href="../Drag_And_Drop_Overview/DnD_Overview.htm">Toolbox</a>, and within each library section the individual actions are explained, along with examples of use.</p>
<ul class="colour">
<li><a href="Common/Common_Actions_Library.htm">Common Actions</a></li>
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4 changes: 2 additions & 2 deletions Manual/contents/GameMaker_Language.htm
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<meta name="rh-authors" content="Gurpreet S. Matharoo" />
</head>
<body>
<h1 id="h">GameMaker Language</h1>
<h1 id="h"><span data-field="title" data-format="default">GameMaker Language</span></h1>
<p>You can use GameMaker Language to program your games in two different ways: by placing blocks to &quot;write&quot; code visually, or by writing code manually.</p>
<p>The first option, <a data-xref="{title}" href="Drag_And_Drop/Drag_And_Drop_Index.htm">GML Visual</a>, is best suited for beginners and hobbyists who want to get started making their own games quickly.</p>
<p>The second option, <a data-xref="{title}" href="GameMaker_Language/GameMaker_Language_Index.htm">GML Code</a>, allows you to harness the full power of GameMaker Language by writing your code manually.</p>
Expand Down Expand Up @@ -49,7 +49,7 @@ <h2><span data-keyref="GML_Code">GML Code</span></h2>
<div> </div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
</body>
</html>
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Expand Up @@ -138,7 +138,7 @@ <h2 id="operators">Operators</h2>
<div class="droptext" data-targetname="drop-down9">
<p class="dropspot">The following <strong>unary</strong> operators are provided:</p>
<ul class="dropspotlist">
<li class="dropspot"><span class="inline2"><strong>!</strong></span>: boolean &quot;not&quot;, so <span class="inline2">!true&nbsp;==&nbsp;false</span></li>
<li class="dropspot"><span class="inline2"><strong>!</strong></span>: boolean &quot;not&quot;, so <span class="inline2">!true == false</span></li>
<li class="dropspot"><span class="inline2"><strong>-</strong></span>: negates the next real or integer value (not valid for strings or booleans)</li>
<li class="dropspot"><span class="inline2"><strong>~</strong></span>: negates the next value bitwise</li>
</ul>
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<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>GML Code Overview</title>
<title>{GML_Code} Overview</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../assets/css/default.css" type="text/css" />
<script src="../../assets/scripts/main_script.js" type="module"></script>
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</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1><span data-keyref="GML_Code">GML Code</span> Overview</h1>
<h1><span data-field="title" data-format="default">GML Code Overview</span></h1>
<p>This section of the manual contains all the information required to understand and use <span data-keyref="GML_Code">GML Code</span>. The runtime functions in this language can be used to create your games and is added into objects from <a data-xref="{title}" href="../../The_Asset_Editors/Objects.htm">The Object Editor</a>, although it can also be used along with <a data-xref="{title}" href="../../Drag_And_Drop/Drag_And_Drop_Index.htm">GML Visual</a>. Below you can see a typical image of an object with the code editor open on an event:</p>
<p><img alt="Object, Events and Code Overview" class="center" src="../../assets/Images/Scripting_Reference/GML/Overview/Code_Overview_Main.png" />Each event has its own tab in the editor and you can add, edit, or remove code from them at any time (for more information on events see <a data-xref="{title}" href="../../The_Asset_Editors/Object_Properties/Object_Events.htm">Object Events</a>). The code itself must have a basic structure and can contain resource indices, variables, functions, expressions, keywords, etc. all of which are explained in the sections below. If you are a novice to programming or making the switch from <a data-xref="{title}" href="../../Drag_And_Drop/Drag_And_Drop_Index.htm">GML Visual</a>, it is recommended that you start with the page on <a data-xref="{title}" href="Basic_Code_Structure.htm">Basic Code Structure</a> and then read through all the other pages in this section, testing code from each one within <span data-keyref="GameMaker Name">GameMaker</span> itself.</p>
<p>You can use <a href="../../Setting_Up_And_Version_Information/IDE_Preferences/Feather_Settings.htm">Feather</a> for intelligent code completion and error reporting in your <span data-keyref="GML_Code">GML Code</span> scripts.</p>
Expand Down Expand Up @@ -78,7 +78,7 @@ <h3>Advanced</h3>
<div style="float:right">Next: <a data-xref="{title}" href="../GML_Reference/GML_Reference.htm">GML Code Reference</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
GameMaker Language Overview
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