

It wouldn't make much sense if your character was the only one in the entire world who could properly wield a wooden 2x4, for example.Īnyhow, after you have all the sprites drawn, you want to actually 'initiate' the weapons. However, it also restricts the weapons to your player character, so make sure that's what you absolutely intend in terms of gameplay and canon. This saves significant time and effort, and allows you to work with 'special' weapons. On a side note, if you want your weapon to be player-exclusive (ie, something like the drill or the silenced Uzi, you can skip all the enemy sprites. I'll talk about how to adjust for these later. For example, if I want to add an AK-47, I'd draw the sprite for it, and move it till it is image 26, and if I want a 9mm, for example, I'd move its image sprite to right after the AK, so that it's image 27. Everything after that is considered by the game to be a 'throwing weapon', which is treated differently. For your first weapon, you want to put it after the silenced Uzi, which is image 25. Every time you create a new image for a weapon, it'll automatically be added to the end, but make sure to move it to immediately after the last weapon added.


This is the way's game of keeping track of what weapon is which, and that 'whatever' is how you'll be primarily working with weapons from now on. See that little number that says "image whatever" underneath the picture? Make sure you remember that number. The index your new image holds in sprWeapons is extremely important. This is the following: sprPAttack_ sprPWalk_ sprEAttack_ sprEWalk_ sprESearch_ and lastly, the actual weapon image itself (this will go into the sprWeapons image, just look at all the other weapons in there for a reference for what kind of thing you want to draw). To add new weapons to the game you need to create 4 sprites of the weapon: When saving your edited version, press Ctrl+S and name it anything and place it in the original game folder. The Pro and Master versions of GM:Studio costs from 90-560$. Game Maker: Studio's standard version is free, but there will be a watermark at the start of the game, and because some of the functions that Hotline Miami uses were removed in GM:Studio, editing the code will be required to make the game work.Ī port of the game to GM: Studio can be downloaded here. You can find this two versions of Game Maker from various sources. Now Import this file to Game Maker 7 or 8.0/8.1 Wait a few minutes and a file called HotlineMiami.GMK will appear on your Hotline Miami folder. To decompile the game files you need GM Decompiler: Here is the download link Tools needed ĭecompiler loaded with Hotline Miami's executable Note: This method does not work for Hotline Miami 2: Wrong Number.
