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GameMaker Studio 2023.6.0.89

  -  179 MB  -  Demo

Sometimes latest versions of the software can cause issues when installed on older devices or devices running an older version of the operating system. Software makers usually fix these issues but it can take them some time. What you can do in the meantime is to download and install an older version of GameMaker Studio 2023.6.0.89.


For those interested in downloading the most recent release of GameMaker Studio or reading our review, simply click here.


All old versions distributed on our website are completely virus-free and available for download at no cost.


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  • GameMaker Studio 2023.6.0.89 Screenshots

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What's new in this version:

- June’s 2023.6 release brings to the IDE: important SSO login fixes; a new project loading/conversion tool which GameMaker will use to convert older/newer projects into a format suitable for opening in this IDE version; a new Sprite Editor option for Spine collisions; Font Editor and Inspector options for controlling SDF font support in your games; a fix for copy/pasting in images from other art packages and also for pasting large amounts of clipboard text into Code Editors; a number of other stability fixes for various bits of functionality throughout GameMaker; and it also makes Feather default to being enabled for new users and users who have never tried enabling Feather in the past (if you have enabled it and then disabled it again, this setting will not be overwritten).
- On the runtimes side there are: new debug overlays which use a new GUI system; 3 new audio effects; support for the new NPLN multiplayer system on Switch; changes to Xbox GDK to make video rendering require the same setup as the other platforms and being able to read old UWP saves in your GDK games; changes to Cocoapods to make them easier to setup and more reliably handle existing setup issues on the Mac; a new “game launcher” system; support for a struct “shorthand” style in the Code Editor and for the new Spine collisions and SDF font controls already mentioned above; lots of other new functions and a number of important bug fixes.
- There are updates to our recently-introduced Live Wallpapers template included in this release, so if you have been developing your own wallpapers already, please do review the new template project and port any changes to your own projects.
- Finally, you will also find that in the Help menu inside GameMaker there is a new "Create Your Bug Report Package" option - this new tool will collect and zip up all the various files we usually ask for when answering any tickets you have submitted, making it much easier for you to send us all the information we require if you do have an issue using GameMaker. You can find more info on this tool lower down in the IDE notes.
- Please do check your SDKs and other external tools are the correct versions before doing any builds - you can see our Required SDKs FAQ and the various platform setup guides that page links to in order to get all of this information at any time.
- See below for all IDE changes/fixes since 2023.4.0 and then check the Runtime Release Notes for all the in-game ones.

Licensing Fixes For SSO Users:
- Added a fix for scenarios where SSO login attempts occasionally receive a 404 error from the web server and that caused GameMaker to treat the account as a Guest (and so therefore you did not see all of your expected modules inside Target Manager)
- Now, if there is a login error GameMaker will fall back to using any existing licencing information you have previously downloaded and will continue to login as normal if this earlier session is still valid

New Project Loading/Saving Tool:
- GameMaker now has a new application it calls when loading/importing/saving projects, which performs a lot of upgrade/downgrade checks on the project as you're opening them
- This fixes some issues with importing very old projects which have not been able to safely be imported for a while (in particular pre-2020 projects and also some 2.2.5-era projects which contain lots of DND actions, plus also some which were already missing specific data from some asset types)
- It will also allow IDEs starting with this release to open and allow you to edit projects which are created/opened in future IDE releases, as the older IDE will know to safely ignore the assets and other features it does not know how about
- You should find that any old projects which had issues opening before will work now (if they still do not, send them to us in a Helpdesk ticket, please!)

Feather Now Enabled By Default:
- Feather is now enabled by default for all new users and when performing fresh installations
- For users who have existing Preferences: if you have never tried Feather in the past, then you don’t have a saved value and so the new default will take effect and Feather will be on for you, but if you have ever enabled it and then disabled it again, your existing saved value will not be overwritten and Feather will remain off for you
- If you would like to modify your settings you can always find them in Preferences > Feather Settings at any time

Help Menu “Create Your Bug Report Package” Tool:
- If you ever need to send us a Helpdesk ticket or bug report, then there is a new entry in the Help menu for a "Create Your Bug Report Package" tool
- This tool will quickly gather together the various log files, licensing files, and version numbers, etc., that we will always ask for when answering your tickets and will package them all up for you into one handy zip file so you can attach it to your ticket
- If you have a project open at the time, it will also ask if you want to include an export of that project inside the .zip
- We greatly appreciate it whenever you send as small a sample project as you can create which shows the issue (rather than including your entire game projects), but please do send sample projects when you can, as it does make it so much quicker and easier for issues to be determined and fixed

Changes To Verifying Preferences Path/Command Line Paths During Builds:
- If you try to build for a target which you have not correctly configured inside Preferences, you will now more reliably get an error message telling you which setting needs to be fixed and the build will be failed properly
- Note that for anyone using command line builds, the same change has been applied - see the runtime notes for more information

Updated The Live Wallpaper Template:
- The template has now been updated with some recent additions, performance improvements and bug fixes
- Adds examples of how you can set and use the new options functionality - in this case via additional performance settings you can adjust

Also fixes a few scaling issues, such as the following bugs (if you had any of these issues, then you may need to create a new project using the template and then copy/paste the changes into your own project):
- In-Game: [GX.games] Live Wallpapers are no longer drawn using different dimensions when the project is ran locally using GM, differs from the result after publishing
- In-Game: [GX.games] Template project needs to account for browser_height/browser_width being 0 on the first frame of the game
- Choose Your Preferred Spine Collision Values
- Prior to April, GameMaker would inconsistently apply one of either of the bounding box and/or collision mask from a Spine collision mesh or the precomputed mask from the Sprite Editor, depending on different code paths executed in the game
- In April Betas this was temporarily changed to always use the Spine collision mesh everywhere, but then it was discovered a number of projects were relying on collision values defined in the Sprite Editor - even though those values did not apply well to all Spine sprites - and so that change got backed out before the April monthly release
- This updated change for June now adds a "Spine Collision Mesh" option into the Sprite Editor, which allows you to explicitly choose to consistently use Spine collision meshes OR GM collision masks in all code paths, for each individual Sprite
- Control SDF Settings For A Font In The Font Editor
- Added support for outputting SDF font-rendering information during compilation, so now fonts which were created in the IDE can be supported in-game
- You can find new settings in the Font Editor and the Inspector to enable/disable SDF for each individual Font and configure the required values
- Added support for struct "shorthand"
- Inside the code editor you can now use "shorthand" to declare a struct and say that you want it to contain a member with the same name as an existing variable, saving you needing to add the ": repeat the variable name" bit each time
- So, for example, if we have these three lines in our code: var apples = 10; var oranges = 15; var all_fruits = {apples: apples, oranges: oranges, lemons: 7} we could now shorten that third line and write it as var all_fruits = {apples, oranges, lemons: 7} instead
- The compiler will expand your code back into the old format for you and so everything will work in-game as it always has
- Misc Changes To Be Aware Of
- Building Projects: Cocoapods has a new, clean and universal (Silicon|Intel) implementation to better handle any setup issues [see the runtime notes for more]
- Game Options: [Switch] Added new checkboxes for whether your game will use NEX or NPLN [see the runtime notes for more info on the new NPLN support]
- Game Options: [Xbox GDK] Added more "Support 4K on ..." options to cover Xbox One X/S and Series X/S devices
- Particle Editor: "Draw Order" value is no longer ignored when actually running the game and so now particles will use the correct order [so if any of your particle systems are drawn reversed now, check if you had actually ticked that option inside the Particle Editor in the last release]
- Particle Editor: "Enabled" value is no longer ignored during your builds and so now disabled particles will be hidden in-game [same as above, if a particle no longer appears in-game, check you didn’t previously set them to be disabled]
- Preferences: Added a new preference for toggling verbose logging into your ui.log file - which can be useful for determining permission/firewall issues on your local machine (or if you're asked to send us an expanded log for a bug report you have filed)
- Project Load: Projects can now be opened even when an AnimCurve inside the project has somehow lost any of its Y point values, allowing you to the edit the curve and fix the issue [all missing values on any curve which is one of "Position", "Rotation", "Scale", or "Origin" will now be reset to 0,0, as these types of curves always require their x and y channels to be in sync and the same length, etc.]
- Other Bugs Fixed
- Asset Browser: [Ubuntu IDE] GM no longer crashes when renaming an asset to an invalid name if the current OS doesn't support a system beep
- Building Projects: Fixed that newlines inside double-quoted strings could only be escaped in files which have Unix-style line endings
- Building Projects: [Android] Builds no longer fail if mixing both forward and backward slashes in the path(s) to individual file(s)
- Building Projects: [macOS] iOS extension files are no longer incorrectly injected into the build package alongside the macOS versions
- Building Projects: [Ubuntu IDE] [macOS] Files window now open automatically after creating an executable
- Building Projects: [Switch] NEX installation path as set in Preferences is no longer always checked during builds (because this is a valid setup), which therefore removes an error if the destination file not found
- Building Projects: [Switch] Fixed that you were often unable to Create Exe successfully using SDK 15 due to an error in the authoring tool where it no longer allows being passed empty folders
- Building Projects: [Windows] Game Options macro for "projectName" is now expanded correctly, stops warnings during NSIS builds as well as adding the missing information into the .exe’s properties
- Building Projects: [Windows] Game Options value for "Publisher" is now added to the output package [same benefits as the line above]
- Building Projects: [Windows YYC] Compilation no longer fails when comparing a number to a point_direction() result in an “if” expression
- Code Editor: Code such as "var0 = var1!=0+var2!=0" no longer causes local variables further down in that code file to not have their correct colour
- Code Editor: Converting a Visual script containing a disabled node to Code no longer makes that node disappear
- Code Editor: [Mac IDE] Caret no longer snaps to previous line when attempting to type on a new line using the Japanese IME
- Code Editor: [Mac IDE] Characters are now replaced correctly when using the native macOS IME
- Debugger: GM no longer goes unstable and then crashes (on some occasions) when closing the debugger tab after running repeated macOS builds from the Windows IDE
- Device Manager: [Ubuntu IDE] "Detect Browsers" now detects the major browsers if they are installed [the same list the Windows and Mac IDEs will detect]
- Docs Integration: FIxed that the Help menu "Knowledge Base" link incorrectly opened a old subcategory page, rather than the actual main landing page
- Feather: "AudioEffectType" and "AudioLFOType" enums are now shown in the autocomplete list
- Feather: GM no longer hangs if a very large amount of text is pasted into a Code Editor in one go [there might be a short pause if it’s a lot of text, but GameMaker will now reliably continue]
- Feather: Importing the GMLive package "input_5_5_0.yymps" and choosing to replace an older version of those files no longer causes GM to get stuck "analysing" the project
- Feather: view_wport is no longer incorrectly marked as deprecated
- Game Options: GM no longer goes unstable when signing out of an account that does not have the Android module due to Android Logcat options being checked when they didn’t need to be [similar issues happened with some other modules also, such as Switch]
- Game Options: [Windows/HTML5] When generating project images the icon preview no longer always appears empty
- Game Options: [Xbox GDK] “Service Manifest for Event-Based Stats” button no longer gives a broken error message and opens wrong Prefs section if your Visual Studio or SDK paths cannot be found at that moment
- GXC Integration: Fixed a "String not found" message on the dialog shown whenever changing your Opera GXC environment fails
- Included Files: GM no longer hangs when adding 7k files at once into the datafiles folder [there will of course be a delay while so many files are processed, but GM will now finish the process and remain stable]
- Inspector: [Objects] Light skin no longer uses white or pale backgrounds with white icons for search, icon, and selection arrow buttons, uses the correct darker icons
- Inspector: [Room Layers] Can now unlock the Animation Speed field on a Background layer again
- Install: The EULA link to the GMC Guidelines site no longer takes you to a 404 error page
- Install: [Mac IDE] Installer user agreement text no longer has unexpected "?" characters before the bullet points
- Install: [Ubuntu IDE] Dock and applications menu no longer use the old Beta icon
- Install: [Win IDE] Opera GX’s component name in the installer is now a much more appropriate length for the visible area
- Localisation: [EN] Runtime Modules dialog no longer shows Guest users a missing string for “TargetSelection_Platform_Test”
- Localisation: [IT] Italian translation for the "Clean" button on the toolbar has been fixed
- Preferences: Added settings to allow changing the toolchain directory for the new runtime
- Preferences: GM no longer crashes when changing Build Cache and Temp directory paths and then resetting to defaults
- Preferences: Setting an invalid font to be the IDE Default Font now detects/fixes this properly, so that the Preference value no longer shows incorrect info indicating the font had been set
- Preferences: [Mac IDE] Lowering the "Background framerate" value now reduces CPU usage much more when GM is not in focus
- Project Import: [Mac IDE] Extra files are no longer created outside the main project folder when a 2.2.5 project is imported (and this no longer generates warnings about these unwanted files)
- Project Load: [Mac IDE] Right-clicking .yyz files and "open with" now starts the Import process properly, rather than stopping at the Start Page
- Project Load: Fast Serialiser no longer fails to read TextureGroups that reference ParentGroups, causing the old serialiser to be used instead - now, all of it will be handled by the faster method
- Project Load: Projects containing instances which inherit code from parents that have been removed at some point in the past now have this redundant/stale information cleaned automatically, as in previous versions the code obviously did nothing in-game but you got no indication about why it wasn’t called
- Project Import: Old 2.2.5-format projects which contain heavy amounts of GML Visual ("DND") use can now be converted
- Project Load: Projects created and last opened in a GM version from before the year 2020 (so project format < 1.3) no longer fail to load
- These few fixes above have also fixed a number of bug reports (not listed here for privacy reasons) all to do with individual user's projects which would not open/import/convert properly in GameMaker releases for a little while [see the new feature notes higher up]
- Redefine Keys: Fixed the missing strings for the keyboard shortcuts regarding creating new Particle assets
- Redefine Keys: [Image Editor] Shortcuts for "Auto Trim and "Export to PNG" now work correctly
- Room Editor: GM no longer crashes in some circumstances after performing multiple actions in a row via keyboard shortcuts and then trying to Undo
- Room Editor: GM no longer goes unstable when double-clicking on a search result which points to a disabled instance's creation code
- Room Editor: GM no longer goes unstable when opening a project which has an instance creation code window already open in its layout and for which no code file exists at that moment
- Room Editor: Room contents are now updated when Room Manager's inheritance values are updated
- Sequence Editor: "Invalid shared curve" dialog text is no longer cut off
- Sequence Editor: [Attached Keys] All keys now get selected reliably when using the SHIFT+LMB hotkey to do this
- Sequence Editor: Changing the sorting of tracks inside groups no longer shows incorrect results until you next reopen that sequence
- Sequence Editor: Text is no longer incorrectly rendered using the "DPI override" Preference value, stops issues where text can look different in the editor to the in-game result if the IDE is set to anything other than 100% DPI
- Sequence Editor: [Light Skin] Dope Sheet no longer shows track preview images as silhouettes
- Sprite Editor: Extended the selection areas for "Texture Settings, "Collision Mask" and "Nine Slice" so the whole row will react to mouse clicks, rather than just the area where the words are
- Start Up: Fixed the missing string for "UserLogin_NoRuntime" on the dialog shown when unable to find a runtime in a stale cached copy of the runtime feed you had downloaded previously/access the runtime feed to download the current contents
- Start Up: Fixed that the runtime installation warning dialog about limited space was missing all of its strings in 2023.4
- Startup: Changed which gamemaker.io websites GameMaker tries to check in order to confirm it is able to reach the internet [so this will stop silent errors in your ui.log each run - also, if you do firewall GM and only allow access to a limited set of our own websites, then this might also fix issues with GM thinking it’s offline]
- Target Manager: Using the "Modify Current Runtime Install" button in Preferences and applying a change now refreshes the owned/downloaded status of all modules in the list
- Target Manager: [GX.games] Fixed that devices were not selectable when scanning a QR code from the 2023.4 IDE
- UI/UX: Changed the staff credits to a link which opens an external webpage in the OS default browser, rather than the old scrolling window
- UI/UX: Custom GX Environment SSO login dialog "No" button now also closes the dialog, as you might expect, rather than you having to always click the X afterwards
- UI/UX: Licencing Error 47 dialog’s “Retry” button has now been relabelled to clarify it only allows SSO retries
- UI/UX: [Accounts Menu] If you resize the GameMaker window when the Accounts panel is open, the opened dialog no longer stays at old location until GameMaker is clicked again
- UI/UX: [Mac IDE] Beta IDE "Release Notes" link in the Help menu no longer takes you to a very old "GMS2" beta releases page
- Workspace: [Mac IDE] Pinch-to-zoom no longer gets activated by other multi-finger gestures

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