ScheduleGMS allows you to easily schedule alarms, scripts, events, and more, with the option to use seconds(delta) or step timing.

With extra features like schedule repeating, state management, control groups, and time scale manipulation, ScheduleGMS provides greater convenience and flexibility than standard alarms.

Script Reference


  • Simple to use
  • Allows for seconds(delta) or step timing
  • Schedule alarms, scripts, events, and more
  • Ability to pass variable number of arguments to scheduled scripts
  • State control (pause, resume, cancel, finish)
  • Ability to repeat schedules a set number of times or indefinitely
  • Callback suppression/muting
  • Time scale manipulation
  • Assignable control groups
  • Supports persistent rooms and instances
  • Various support functions
  • Documentation and demo project

[Code Example]

// Show message box "Hello" after 3 seconds 
schedule1 = ScheduleScript(id, true, 3, ShowMessage, "Hello");

// Call user event 1 after 30 steps
schedule2 = ScheduleEventUser(obj_Player, false, 30, 1);

// Execute mouse event after 5 seconds
schedule3 = ScheduleEvent(id, true, 5, ev_mouse, ev_left_release);

// Set schedules to repeat set number of times
ScheduleSetRepeat(schedule1, 2); // repeat twice
ScheduleSetRepeat(schedule2, -1); // play infinitely

// Manipulate schedule state

 // Have schedule immediately finish

Be sure to check out my other assets:

  • TweenGMS
  • DispatchGMS
  • Steady Delta Time
  • Arg Ext

End User Licence Agreement (EULA).

Changes in 1.0.3

  • Added additional default schedule type: ScheduleAlarm()

  • Added "Copies To:" for GameMaker: Player

  • Minor changes to documentation

Version 1.0.3. Published December 14, 2014

Created with GameMaker: Studio v1.4.1496

Age Rating: 4+

Average Rating

Your review

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David A 16 July 2019


Dallin B 16 September 2017


Felipe R 07 April 2017


It's a realy GREAT AWESOME asset!!!
Better than the native GM alarms.

Use it on all your project!!!


Ata N 11 September 2016

Thanks Thanks Thanks Thanks !!!

I specifically searching for a TIMER EVENT that weill be running through a simple script !

This is it! Yay!


Stephen Loney (Publisher) 11 September 2016

Glad to hear you like it! ^.^


Anonymous 23 April 2016

Fantastic and working like a charm

I tried it and it works fantastic, not a single bug or something that would "break" the flow of my project. I was having a hard time finding something like this, but now when I got it it's fantastic! I just love your work! Thanks for sharing such an awesome feature! ^_^


davide m 27 April 2015


In the game i'm trying to develop, timelines are very important. Well, this asset is definitely what i needed. Thank you very much for sharing this precious asset (at a great price)!

EDIT: I've been playing for a while with this asset: it's FANTASTIC. A must buy for everyone who needs an easy and brilliant way to deal with alarms and timelines. Chapeau!


Jack S 15 April 2018

Pretty awesome

This is a feature I'm honestly not sure why isn't supported in the engine without an extension (coming from an objective-c background).

I have mixed feelings on the extension presentation - on one hand it's nice to not have a pile of scripts to import, on the other it's more trouble to go look at the source to see what's going on under the hood, or extend if needed.

So far it's working in windows for me, however not HTML5, not sure if I've done something dumb (possible while learning new tools). I will be testing on iOS and droid soon as well.


Stephen Loney (Publisher) 15 December 2014

Thanks for the review.
Scripts are now imported via the extension manager.

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