GameMaker Studio 2

DarkSpine FrameWork GOLD 2.0


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Hello World! DarkSpine is a real-time level editor created natively for GameMaker Studio 1/2 Directly inspired by well-known editing software, DarkSpine arrives with implementations to maximize workflow. You can create all kinds of systems and customize the tool to extend its functionalities. The current list of features is as follows:

  • Chaining operations.
  • Terrain editor.
  • Tween editor.
  • Vertex editor.
  • Collider editor.
  • Particle editor.
  • Physics and Joints editor.
  • Dynamic layer manager.
  • World Undo-Redo system (Including all data and parenting operations).
  • Event user system.
  • Object scripting.
  • Update! Per depth-range lighting. Not per layer!
  • Object parenting system (Inherit presets data).
  • Graphics manager (including different methods to draw)
  • Json level packaging.
  • Workspace saver.
  • Assets manager.
  • Projects and level structure.
  • Grid menu.
  • 2.5D Transformations.
  • 2D fixed Ui camera system.
  • Automatic texture flushing when it´s needed.
  • Full/Windowed screen modes (resizable in windowed mode).
  • Customizable/extendable interface, icons, camera, etc...
  • Copy/Pasting system ( including between levels with 1 object).
  • Warning messages on screen, helping you avoiding unnecesary crashes.
  • Secure save system in case of crash scripting an object.
  • Darkspine Level updater.

  • Android Demo:

  • Windows Demo:

  • NewWindowsDEMOAppData:

Another factor to consider is the documentation, apart from what is offered on the SoloStudio Tech website, this is practically inexistent in the scripting side, at the moment... This will change very soon and is set as high priority along with the errors we may find.

When you import the extension, you will find more than 650 scripts, of which many are reusable ingame. Others will not be and others will be eliminated or modified in order to compact the tool as much as possible. These Scripts are ordered in all sections with the same name "DarkSpine", so in each update it will be easier to replace these folders. Always operate out of that range so you don't lose your information or duplicate content.

DarkSpine uses a system to update your levels in the case of making internal modifications, these modifications affect the base object, where in no way will it interfere with the custom objects that you have created for the tool.

 The tool is fully compatible with projects already started without it. DarkSpine only needs 1 room to start and start working with its own storage system. For example, it can be very useful to design bonus levels or your own cinematic menus. The possibilities are endless, what the tool does is transfer your concepts to something much more visual!

 The more support I receive from the public, the more time I can devote to improving all aspects of the tool and improving the experience as soon as possible. This means that it will not fall into abandonment, I am aware of the responsibility of this project. I do not ask to earn a lot of money or think about Ferraris, but if I can dedicate my life to continue enlarging this tool we will all win. Part of the money will be invested in support for the tool, both for the artistic and functional section.

If you decide to buy the tool, it is highly recommended that you register on the website to report bugs and meet people who share the same tool in order to help and focus on any problem related to the tool. I will support online from that website.


  • Download the extension and import this in your project, and then add all the files into your resource tree.

  • Unzip the file "DarkSpineAppData.rar" in the local folder of your project (you must to create a folder with your project. name if this does not exists "user\appdata\local\YourProject\"Darkspine extraction", BUT NOT FOR THE DEMO PACK!!).

  • RUN.

More info

End User Licence Agreement (EULA).

Age Rating: 4+


GMS1 - Version 1.0.9. Published January 24, 2020

*More debug messages removed.

GMS2 - Version 2.0.1. Published May 12, 2020

UPDATE 2.0.1:

  • Bugfix exiting and entering into the workspace while we are managing the animation mode.
  • Buffix managing a particle system in Tween mode.
  • Working on Tween Ghosted sequences.

UPDATE 2.0 :

  • New dynamic camera system has been implemented.
  • Added 2 global mouse variables [global.mouse_xd] and [global.mouse_yd] to manage any camera system.
  • Bug fix when you resize the application surface.
  • Fixed some Gui elements.
  • The 80% of the Core and Custom objects has been documented.
  • The scripting core modes and setters has been documented.
  • The Terrain tool has been documented.
  • The Editor Scripting core has been edited.
  • The Physics scripting core has been documented.
  • A set of script has been renamed or deleted.
  • The Level scrpits system has been documented.
  • The vertex buffer system has been documented.
  • The Json file managment has been documented.
  • The resource tree has been reoganized for a better managment.
  • The managment of the ingame scripts has been documented.
  • The menu managment has been documented.
  • The realtime simulation launcher has been documented.
  • The workspace scripts has been documented.
  • Cleaned a ton of redudant code of the most important scripts.
  • Cleaned a set of scripts that was contain some spaguetti coding (probaly i will found more from prototyped scripts).
  • Added text and color indentification for the nearest object relative to the mouse, telling us if a deco object is transformed into another and executed [lime], if this contains the id for a future swap [orange], of if this one is a simple Deco object [White].
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