GameMaker doesn't have a "cheat engine" built-in, but you can implement debug / cheat systems for testing or player unlocks:
// Create Event - Controller Object
global.debug_mode = false;
global.god_mode = false;
global.infinite_ammo = false;
// Step Event - Controller
if (keyboard_check_pressed(ord("D")) && keyboard_check(vk_control) && keyboard_check(vk_shift)) {
global.debug_mode = !global.debug_mode;
show_debug_message("Debug: " + string(global.debug_mode));
}
obj_cheat_menu persistent, depth -100.player.hp = 9999; global.money = 999999;// Step - if global.debug_mode
if (keyboard_check_pressed(vk_tilde)) {
get_string_async("Console:", "");
}
/// Async - Dialog
if (ds_map_find_value(async_load, "id") == console_id) {
var cmd = ds_map_find_value(async_load, "value");
execute_command(cmd); // parse "give gold 999", "warp 5", "god"
}
#if debug / os_type != os_windows guards).Use for QA, accessibility, or "New Game+" unlocks. Don't ship cheat menus in competitive multiplayer.