Game Maker is a popular 2D game development tool originally called Animo and developed by Professor Mark Overmars.
Version 1.0 was built some time in 1998-1999 but never released publicly but on the 15th November 1999 Game Maker was officially released to the public with version 1.1. Game Maker is still alive today in the form of the newly rebranded GameMaker Studio series.
This post will cover the history and technology of the pre-studio versions of Game Maker with a focus on more low level details such as decompiling and how the technology worked.
The technology behind Game Maker is really interested from a reverse engineering point of view, specifically how games were “compiled” into executables and how the game runner technology worked.
You can think of Game Maker as being made up of two main parts:
Only a few details are known about the source code behind Game Maker, but over the years Mark Overmars has hinted at a few things. Both the IDE and runner were written in Delphi, initially Version 5 1 but that changed to Version 7 in 2004 2
It was later rewritten by YoYoGames with the runner now being written in C++ and the IDE in C#.
Early versions of game maker (1.1->3.3) exported games in .gmr format that required the Game Maker Runner to execute, later versions (4.0+) allowed exporting directly as .exe files (the exe files technically just appended the gmr file data to the end of the actual runner executable).
Ever since Game Maker first allowed exporting of games into executables (.exe) files, people have searched for a way to convert the game back to an editable format!
Up until the newer rebrand of Game Maker into GameMaker Studio it has always stored the full editable game data, including comments and unused resources, as encrypted data inside the executables.
Thus when a decompiler is made available, everyone has access to be able to read the code and create game mods for any game made in the compatible versions of game maker.
There were a few decompilers released for specific versions of Game Maker created executables (*.exe):
When each of these decompilers were released to the public they created quite a stir in the community, e.g: First person caught using Game Maker Decompiler? - GameMakerBlog
There is currently no decompiler for versions 4.0 -> 4.2, although games made in these versions are incredibly rare as it was a short period between summer 2001 and end of the same year. Many games who may have started development in these versions would have upgraded to 4.3+.
For GameMaker Studio decompilation there are a number of tools such as UndertaleModTool which will be covered in another post.
The first Game Maker Decompiler was created by VBGamer45 in Visual Basic 6.0.
It worked by allowing you to select a Game maker executable, it would then run the executable and you were prompted to choose the process that was run. It would then dump the memory of that process and try to brute force the decryption key from it.
After Game Maker 5.3a it was not updated to support the changes in that version so can only be used to decompile games made between 4.3 and 5.3a. But later on a new decompiler would be released which supported from 5.3a all the way up to 7.0.
The source code for GMD-Recovery is available on Github: VBGAMER45/GMD-Recovery: A gamemaker decompiler for versions 5.3a and less
GMDecompiler (gmdecompiler_v2_1.jar) was a closed source Game Maker decompiler written in Java that supported Game Maker games made between versions 5.3a and 7.0. It is unknown who created the decompiler, only that it was leaked at some point during the Game Maker 7.0 timeframe (2007-2008).
New versions of Windows have occasionally broken Game Maker executables, these converters are used to upgrade old Game Maker executable files to run on newer versions of windows:
G-Java was an attempt to create a Game Maker Runner in Java to provide cross platform game development and embedded games inside Java Applets. It was never finished and ended up becoming Abandonware.
G-Java was created some time before October 2004 according to the old G-java.uni.cc Website, it later changed to G-Java.com in November 2006. There seems to have also been a G-Java.tk but it was never archived on the Wayback machine.
It was originally written in Visual Basic 6 on top of a GMD parser implemented by VBGamer45 (best known for creating the first Game Maker Decompiler), but the source code for that was apparently lost.
GMbed was software which embedded Game maker executables in websites using windows specific features to embed a window handle (hwnd) into a Java Applet.
Originally it would split apart the Runner part of the executable from the game data part, but this was quickly put a stop to at a request from Mark Overmars 3.
A website was created to make the process as easy as possible GMbed.com which was later hacked by an Indonesian hacking group.
Over the years there have been multiple different file formats used by Game Maker, as the tool was enhanced it required expansions of the format, here are editable formats used in each version:
For the runner formats, it started with .GMR and then moved to a proper executable (.exe) file in Game Maker 4.0+.
Other formats created for Game Maker include:
If you are interested in parsing some of the older Game maker files formats, there are a few Github projects that may be of interest:
Whenever a new version of Game Maker was released there would always be people wanting to continue using a previous version, this was especially the case when Game Maker started charging for more advanced features which were free in the previous version (GM 6.x, GM 7.x), so a few converters were created by the community:
Mark Overmars also released some companion software to Game Maker:
Mark Overmars also released some software unrelated to Game Maker:
Over the years there have been many open source projects that aimed to enhance Game maker in a certain way, from cross platform IDEs such as LateralGM, software to convert games to Java (G-Java) and even multiple open source re-implementations of the Game Maker Runner (ENIGMA).
Many of these projects are available on Github via the GameMaker Engineering Archive - GitHub
Game Maker versions 1.1 through 8.0 trace the evolution of a simple 2D game design program into a robust game development engine. Over the course of a decade (1999–2009), features like a full scripting language (GML), DirectX-powered graphics (2D and basic 3D), networking, file I/O, extensibility, and improved editors were introduced step by step.
The software’s version numbering skipped a non-public 1.0 (due to its origins as “Animo”), and each subsequent release brought meaningful enhancements – from the foundational changes in 4.0 to the quality-of-life improvements in 8.0.
Mark Overmars originally developed Game Maker as a program called Animo in 1999, intended for creating 2D animations. This version 1.0 was never publicly released – the software was renamed and first launched publicly as Game Maker 1.1 later that year 1. In other words, there is no public Game Maker 1.0; Overmars skipped directly to 1.1 for the debut, reflecting the shift in focus from a simple animation tool to a game creation software 1.
Information on the main IDE executable (Game Maker.exe):
Released on November 15th, 1999, Game Maker 1.1 was the first version available to the public 4. Despite being primitive by later standards, it laid the groundwork for Game Maker’s drag-and-drop game creation approach and included a built-in scripting language (later known as GML) for added flexibility 1. Notable characteristics of version 1.1 include:
Provided an event-driven framework with objects and actions that could be added via an easy GUI. All the initial drag-and-drop action icons fit onto a single panel in the Object Editor window 5. This made it simple for beginners, though the range of actions was limited compared to later versions.
Even at 1.1, users could edit underlying code. The built-in scripting language was rudimentary (not as complex as in later releases) but allowed manual code editing for more complex game logic 1.
Version 1.1 did not use DirectX for graphics – rendering was done with basic Windows APIs. It also lacked any separate runtime or compiler for games. This meant you could not create a stand-alone EXE for your game in 1.1; games had to be run from within the Game Maker environment itself (in the editor’s main window) 6.
Game Maker 1.3 provided a few games and non-interactive demos to both showcase the functionality and to teach how to use the software, there are:
After version 1.1 the game Sokoban seems to have been removed from all future releases of Game Maker, it is unclear why, although we are not sure if it is in 1.2 as it is currently lost media.
Games were saved into a specific folder “C:\Program Files\Game_Maker\Games”, with each game having its own sub folder.
Inside the game specific folder all the game resources were available:
The sounds file stores metadata to map the name of the sound in the game to the .wav file on the filesystem, the format is plain text and it is pretty straightforward:
1 // number of sounds in file
create // name of the sound
bleep11.wav // filename of the sound
0 // number of sounds left
Objects are stored in a plain text format which is fairly easy to read, with helpful comments about each section.
Here is an example objects file for the Creating Stars Demo in the Game Maker 1.1 format, annotations have been added in the form of comments (//) to the end of each line but note these are not part of the format:
3 // Total Number of Objects (3)
=== OBJECT === // Start of an Object
creator // Name of object (creator)
0 1 // Solid=False, Active=True
=== CREATE ACTIONS // Start of Create Event
1 // Number of actions in event (1)
201 -1 1 // actionID = 201 (Set Alarm); appliesTo = -1 (self); numberOfParameters = 1
5 // Set alarm clock to 5
0 // Number of actions in left in event (0)
=== DESTROY ACTIONS // Start of Destroy event
0 // Number of actions in event (0)
=== ALARM ACTIONS // Start of Alarm event
3 // Number of actions in event (3)
311 -1 1 // actionID = 311 (Create instance at postion); appliesTo = -1 (self); numberOfParameters = 1
0 // X = 0
0 // Y = 0
2 // Number of actions left in event (2)
401 -1 1 // actionID = 401(Play a sound); appliesTo = -1 (self); numberOfParameters = 1
1 // sound ID to play: 1
1 // Number of actions left in event (1)
201 -1 1 // actionID = 201 (Set Alarm); appliesTo = -1 (self); numberOfParameters = 1
15 // Set alarm clock to 15
0 // Number of actions in left in event (0)
=== STEP ACTIONS
Note that this format is more verbose than later formats by explicitly saying which event it is defining in the text file alone with including events that have 0 actions, this will be optimized in future versions to be less verbose and only include events that are being used.
Similar to Objects and Sounds files, the rooms data is stored in plain text and can be easily understood when matched against the room editor.
It follows the same format of counting down the rooms until the end of the file, it splits up the room into a specific Cell Size, to define the specific rows and columns in the room, so you can’t have instances of objects at an arbitrary x,y coordinate, it has to be a specific row,column position.
Here is a snippet from the Creating Stars example:
1 // Number of Rooms in the file
Creating Stars // Name of the Room
255 // Possibly background color?
Back3.bmp // Background Image
1 // Tiled background image?
0
15 15 // Width (15) and Height (15)
32 // Cell Size (32 pixels)
57 // Number of object instances in the room
0 0 3 // row=0; column=0; objectId=3 (wall)
The installer for Game Maker 1.1 is available through the WayBackMachine but it will not run on modern Windows. One way to run it is you can use a browser based Windows 95 Emulator such as v86 Windows 95 - v86 and create a CD Rom image ISO of the extracted gmaker11.zip setup files and mount it in the emulator as a CD.
To create a CD ISO that works in Windows 95 from MacOS you can run:
hdiutil makehybrid -o ~/Desktop/gmaker11.iso ./gmaker11 -iso -joliet
By early 2000, Game Maker 1.1 had attracted a small user base (reaching about 1000 downloads by February 2000) and demonstrated the potential of Overmars’s approach 7.
Game Maker 1.2 was released shortly after 1.1 (as a “quick” follow-up update) and brought a number of important improvements and new features while keeping the same basic interface 8.
Game compilation speed was roughly doubled on low-end computers, and the engine allowed longer code segments, making the GML scripting more practical for larger projects 9. New built-in constants/variables were introduced (e.g. pi, roomwidth, roomheight, and several back_... variables for backgrounds) to give developers more control over game properties 9. Variable naming was also made more flexible (uppercase letters became allowed in variable names) and other minor GML syntax tweaks were applied for consistency.
Scrolling backgrounds were now supported, allowing developers to have moving background images in their games (a feature not present in 1.1) 8. Additionally, an action to stop a currently playing sound was added, which was especially useful for stopping background music or looping sounds via code or drag-and-drop 8.
Game Maker 1.2 made the editor more user-friendly. It became possible to copy or duplicate resources – for example, you could duplicate objects, rooms, and sounds – streamlining development 9. A new “object clipboard” was introduced, allowing users to copy and paste sets of actions between objects, which made reusing logic easier 8. Also, keyboard shortcuts were added for common run-time actions (to quickly start, pause, or stop the game during testing) 9.
Version 1.2 also fixed numerous bugs from 1.1. For example, it increased the maximum room speed and the number of objects a room could contain, corrected issues with background image memory handling (small BMP images were now given transparent backgrounds properly), fixed the lastkeypressed value, and resolved cut-and-paste problems in the sprite/image editor 8.
However Game Maker 1.2 is currently considered Lost Media as no versions have been archived so the above details are based on the Changes.txt file in version 1.3 of Game Maker which is available online. Mark Overmars used to keep historical versions on his site but only ever included 1.1 and 1.4 of the 1.x series, so it is possible he doesn’t have version 1.2 10.
Game Maker 1.3 was another incremental update on the 7th January 2000, focused on refining the software further.
Information on the main IDE executable (Game Maker.exe):
Version 1.3 brought additional minor improvements and bug fixes to ensure stability:
forall statement introduced to GML programming language (can execute a piece of code for all instances of a particular object)Importantly, Game Maker 1.3 still operated under the same technical constraints as its predecessors – it did not yet include DirectX support for graphics, nor did it provide a separate game runner or the ability to create stand-alone executables 11.
Games created in 1.3 were still run from within the Game Maker environment, and rendering remained in software mode. In essence, version 1.3 was a maintenance release that smoothed out the 1.x line in preparation for more significant changes to come in the next major version.
Game Maker 1.3 introduced a new space game, renamed Falling Balls to be a Demo and also removed the Sokoban game:
Games were stored in the same location as previous versions of Game Maker (“C:\Program Files\Game_Maker\Games”), but the format of the plain text metadata (e.g objects) changed to be a little more cryptic. Also images were now saved as GIF instead of BMP format to allow for animated sprites to be stored in a single file.
Inside the game specific folder all the game resources were available:
A few notes about the format:
0D) + line feed (LF 0A) pair.-------------------------------------------- string.Here is an example Objects file for the Creating Stars Demo, the comments at the end are not part of the format they have been added for annotation, note that the annotations are incomplete:
version 1.3 // Version of Game Maker this was saved in
3 // Number of Objects (3)
creator // Name of Object "creator"
0 1 // Solid=False, Active=True
2 3 // eventID = 2 (Alarm event); numberOfActions = 3
311 -1 1 // actionID = 311 (Create instance at postion); appliesTo = -1 (self); numberOfParameters = 1
0 // X coordinate of instance
0 // Y Coordinate of instance
2 // Object ID of instance to create (or is this the actionsLeft?) if so where is the objectID stored
401 -1 1 // actionID = 401 (Play a sound); appliesTo = -1 (self); numberOfParameters = 1
1 // SoundID to play
// Newline to signify end of action?
1 // actionsLeft = 1
201 -1 1 // actionID = 201 (Set Alarm); appliesTo = -1 (self); numberOfParameters = 1
15 // Set alarm clock to 15
// Newline to signify end of action?
0 // 0 to signify end of event?
0 1 // eventId = 0 (Create); numberOfActions = 1
201 -1 1 // actionID = 201 (Set Alarm); appliesTo = -1 (self); numberOfParameters = 1
5 // Set alarm clock to 5
// Newline to signify end of action
0 // 0 to signify end of event
-1
-------------------------------------------- // Signifies end of Object
star // Object name "star"
0 1 // Solid=False, Active=True
142 1 // eventID = 142 (?); numberOfActions = 1
101 -1 1 // actionID = 101 ("Set direction of motion") action; appliesTo = -1 (self); numberOfParameters = 1
111101111 // Directions in "Set direction of motion" action
// Newline to signify end of action?
0 // 0 to signify end of event?
4 1 // eventId = 4 (Collision); numberOfActions = 1
101 -1 1 // actionID = 101 ("Set direction of motion") action; appliesTo = -1 (self); numberOfParameters = 1
111101111 // Directions in "Set direction of motion" action
// Newline to signify end of action
0 // 0 to signify end of event
0 1 // eventId=0 (Create); numberOfActions = 1
101 -1 1 // actionID = 101 ("Set direction of motion") action; appliesTo = -1 (self); numberOfParameters = 1
111101111 // Directions in "Set direction of motion" action
// Newline to signify end of action
0 // 0 to signify end of event
-1
-------------------------------------------- // End of Object
muur // Object name "muur" (muur is the dutch for wall)
1 0 // Solid=True; Active=False
-------------------------------------------- // End of Object (no events on the muur/wall object since its not Active)
The annotations above are incomplete:
Version 1.4 was the last update of the 1.x series, released toward the end of 2000. Like version 1.3, it was primarily aimed at final polishing and stability. According to community recollections, 1.4 fixed remaining bugs and fine-tuned the features introduced in 1.2/1.3. There were no major new features added in 1.4 – instead, Overmars ensured that the existing features (objects, events, basic GML, etc.) all worked as expected in preparation for a major overhaul with version 2.0.
Version 1.4 can be seen as the stable culmination of the initial Game Maker prototype-by this point, the software was relatively robust in its original feature domain, and the user base was primed for the more “substantial new features” promised in the next major version 6.
Released on the 8th September 2000, Game Maker 2.0 was the first major version number change for the software. This update brought a redesigned interface and significant usability improvements, making game development easier and more powerful for users who had outgrown the 1.x features. Key aspects of version 2.0 include:
Mark Overmars refined the Game Maker IDE in 2.0, reorganizing how resources (sprites, sounds, rooms, etc.) were managed. The interface became more intuitive than the 1.x series, addressing some limitations of the earlier design. According to later retrospectives, each major release around this time introduced a new file format or layout; Game Maker 2.0 was no exception, likely switching to a new project file structure as part of the overhaul 5. The overall look-and-feel moved closer to what modern Game Maker versions would use, with more dialogs and organizational panels for different resource types.
Version 2.0 added many new drag-and-drop actions to broaden the range of possible game mechanics without coding 5.
Users now had access to more pre-built actions for things like advanced object movement, basic drawing, and control structures, which reduced the need to write GML for common tasks. This expansion of the drag-and-drop system made Game Maker more accessible to beginners and allowed more complex games to be made visually.
The GML scripting language was further developed, although still not as sophisticated as it would eventually become. Version 2.0 improved file handling functions, more sound control functions, ability to rotate text and more control over the way images are displayed, etc. GML script was still only available in the Object Editor as an action so stand alone “scripts” were not available until a later version.
This was the first version to introduce functionality based on the DirectX SDK, specifically DirectSound, Game Maker would check if DirectX 5.0 or higher is installed on the target PC and if so would allow higher quality audio playback and introduced sound effects. Importantly, Game Maker 2.0 still did not introduce DirectX acceleration for graphics this would come in the next version (3.0).
The rendering engine remained software-based (using the Windows GDI), and games were run through the editor or a bundled interpreter rather than truly independent programs 6.
According to the Game Maker 2.0 installer the system requirements for 2.0 were as follows:
A modern PC (preferably a Pentium) running Windows’95,’98, 2000 or NT 4 is required. After installation the program uses about 3 MB disk space. The program requires at least 65000 colors (high color, 16-bit). It requires at least 800x600 screen resolution.
Game Maker 2.0 provided a few games and non-interactive demos to both showcase the functionality and to teach how to use the software, they are the same as 1.3 listed above but with the additoon of:
During the year 2000, Game Maker’s popularity started to rise rapidly.
By the end of that year, the program had been downloaded tens of thousands of times by hobbyist developers worldwide, thanks in part to the enhancements in version 2.0 and positive word of mouth in online communities 5.
In summary, Game Maker 2.0 modernized the tool’s interface and expanded its feature set, making it a more robust platform for game creation. It set the foundation upon which the crucial technical upgrades of versions 3 and 4 would soon build.
On the 23rd November 2001, Overmars released Game Maker 3.0, which was a milestone for the software’s graphics and performance. The hallmark of version 3.0 was the introduction of DirectX rendering support for the first time 6. This had several important effects:
Overall, Game Maker 3.x dramatically improved the engine’s under-the-hood performance. The use of DirectX was a turning point that allowed users to create more complex and graphically intense games than before 6.
This helped Game Maker’s community grow even more, as the quality and smoothness of games made in GM started to increase. Version 3.0’s success set the stage for an even more comprehensive overhaul in the next major release.
Game Maker 4.0, released on the 16th July 2001, was a complete overhaul of the software. Mark Overmars rewrote large portions of Game Maker from scratch for this version 6, making sweeping changes to the interface, architecture, and capabilities. Important highlights of version 4.0 include:
In summary, Game Maker 4.0 was a landmark release. It delivered a modernized, rewritten IDE, support for networking play, and the much-demanded ability to compile games into executables 6 12. The engine had matured considerably, and by the end of the 4.x cycle Game Maker was a robust tool for 2D game development. These changes propelled Game Maker into the “prominence” phase – the user community greatly expanded around this time, thanks in part to the newfound ease of sharing completed games.
Released in April 2003, Game Maker 5.0 built upon the solid foundation of the 4.x series and introduced a couple of notable new features. It also marked a shift in Game Maker’s distribution model from freeware to a shareware/registration model. Key points for version 5.0 include:
In essence, Game Maker 5.0 was an evolutionary update that extended the engine’s functionality into new areas like file I/O and event scheduling (timelines) 6. It also marked Game Maker’s transition to a partly commercial product with the introduction of a registration fee 5. Despite some initial community resistance to paying for previously free software, the modest price and the promise of continued improvements kept Game Maker’s user base growing. GM5’s enhancements were particularly welcomed by more advanced users, as they allowed for games with persistent data and more complex scripted sequences.
Game Maker 6.0 was released in October 2004 and represented another major technological upgrade for the engine. The most significant change was a completely rewritten graphics engine using Direct3D (part of DirectX) as the new backend 6. This brought substantial new graphical capabilities to Game Maker:
Game Maker 6.0’s introduction of Direct3D and 3D capabilities was a headline change widely discussed in the community 56. Although the typical user base continued to make 2D games, they benefited from the enhanced visuals and effects made possible in this version. The inclusion of 3D functions was somewhat experimental but showcased Game Maker’s flexibility. As a contemporary note, 2006 (during the GM6 era) also saw the publication of “The Game Maker’s Apprentice” (a book by Mark Overmars and Jacob Habgood) which used Game Maker 6 to teach game development 5. This further boosted GM6’s profile as an educational and hobbyist tool.
(Game Maker 6 had a lifespan through 2005-2006 with a few minor updates/bugfixes, but no version 6.1 introduced major changes. By late 2006, attention turned to the next version as Overmars began collaborating with a new company to expand Game Maker’s reach.)
Game Maker 7.0 was released on February 28, 2007, and it marked the beginning of the YoYo Games era 6. This version was the first published under a partnership with YoYo Games Ltd., a UK-based startup co-founded by Sandy Duncan, which Overmars joined to help expand Game Maker’s development and global presence 5. Version 7.0 introduced new features and changes both in functionality and in how the product was managed:
In summary, Game Maker 7.0 didn’t radically change what you could make with Game Maker in terms of game genre or engine power, but it expanded the software’s openness and infrastructure. With extension support, advanced users could push Game Maker further than before by adding new capabilities on their own 6. And with YoYo Games taking over distribution, Game Maker began evolving from a one-man project into a more professional product. This version set the stage for multi-platform targets and a larger community engagement that would fully manifest with subsequent versions. (Notably, there was a longer gap after 7.0 – it would be about two and a half years before the next version, as YoYo Games focused on community features and planning Game Maker’s future5.)
Game Maker 8.0 (often just called Game Maker 8) was released on December 22, 2009 6. It was the last major version of the “classic” Game Maker line developed with Mark Overmars’s direct involvement. GM8 came after a lengthy gap and delivered numerous improvements to the user experience, though it didn’t drastically change the engine’s underpinnings. Notable features and changes in Game Maker 8.0 include:
As the final version developed under Mark Overmars, Game Maker 8.0 was a polished and user-friendly culmination of a decade of development. It did not radically change the types of games one could make (the engine was still 2D-focused with optional simple 3D, and used Direct3D8 for rendering just like GM7). However, it significantly refined the development experience - coding, painting sprites, and managing game assets became easier and more efficient in GM8 6. The community received GM8 very positively; it became a stable workhorse for many hobbyist and educational projects in the early 2010s. (An update Game Maker 8.1 would later be released in 2011 by YoYo Games, primarily to improve Windows Vista/7 compatibility and add minor features, but 8.0 was the last version where Overmars was deeply involved in the design.)
The GM 8.2 Project is an open-source community-driven fork of Game Maker 8.0, aiming to enhance and extend the original software’s capabilities. Hosted on GitHub, the project encompasses multiple repositories focusing on various improvements and new features.
One of the core components is gm82core, a quality-of-life extension that introduces helper functions, precise timing, global variables, and utility constants to Game Maker 8.2. This extension serves as a foundation for many other modules within the GM 8.2 ecosystem. GITHUB
Other notable modules include gm82room, a revamped Room Editor module, and gm82dx9, which provides a DirectX9 interface extension, enhancing the graphical capabilities of Game Maker 8.2.
By building upon the original Game Maker 8.0, the GM 8.2 Project aims to modernize the software, incorporating new features and improvements that cater to the evolving needs of game developers without switching to GameMaker Studio line of products.
Find out more on the official website: GM 8.2 Project
One of the strongest parts of Game Maker was its community, first started on 9th November 2000 and simply called Game Maker Forum (gamemaking.community.everyone.net)14.
Key milestones for the GMC:
| Image | Host | Description |
|---|---|---|
| None | gamemaking.community.everyone.net | Single board simply called Game Maker Forum |
| pub58.ezboard.com/bgamemakercommunity | It then moved to EZboard on the 16th March 2001 | |
| gmcommunity.edgehost.com/forums/ | Invision Power Board v 1.1 on 6th October 2002 but it only lasted until 8th January 2003 due to server problems (so they went back to Ezboard). | |
| forums.gamemaker.nl | Started on 26th October 2003 another self-hosted Invision Power Board v1.3 this one was much more successful and they never went back to Ezboard | |
| gmc.yoyogames.com | Started 8th May 2007 |
The Game Maker Community has now lasted over 25 years!