Book Image

GameMaker Game Programming with GML

By : Matthew DeLucas
Book Image

GameMaker Game Programming with GML

By: Matthew DeLucas

Overview of this book

<p>GameMaker: Studio is a popular game engine used to publish games to a variety of platforms. Although GameMaker: Studio's drag-and-drop functionality makes creating games simple and fast, utilizing scripts can really help organize and speed up GameMaker's workflow exponentially.</p> <p>This hands-on guide will help you build a strong foundation in programming in GameMaker Language by taking you through several example games. Knowledge gained by the end of the book can be applied so you can build your own line of exciting games.</p>
Table of Contents (17 chapters)
GameMaker Game Programming with GML
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Knowing the design ahead of time (when possible)


Before concluding this chapter, it should be noted that collision is a very complex subject; there are many ways to script it that will work. Some approaches are better than others, and there will always be level designs and configurations that can cause issues, such as characters getting stuck, characters falling through platforms, shortcuts that break the flow of the level, and so on. Sometimes, the discovery of these issues won't even happen until the quality assurance phase of a project (if there is one).

To prevent too many surprises, it is important to know what systems will work best for the game that is being made. This can be done by designing the features as early as possible. This, of course, is easier said than done as there are many different scenarios and features that you will encounter when designing a game. Platformers, for instance, have a variety of features such as wall jumping, trampolines, ladders, iciness, and so on....