Book Image

GameMaker Cookbook

Book Image

GameMaker Cookbook

Overview of this book

GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.
Table of Contents (17 chapters)
GameMaker Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Setting up asynchronous play for a turn-based game


I have a confession to make: Some of my favorite games are turn-based. That's right, I said it. I love games such as XCOM and Heroes of Might and Magic. When I was 13, I would unknowingly spend my entire day playing Sid Meier's Civilization II. I would go to the computer room (where there were no windows) in the morning and not come out until dark. I would mostly play against the game's AI but with faster Internet speeds and a greater focus on social gaming, I can enjoy these games with anyone, anywhere. Let's take a look at how to create a 2 two-player turn-based minesweeper game using GameMaker.

Getting ready

This recipe requires only one project file, though you'll need to run it twice in order to test it. Before we begin, you'll need a few objects: obj_tileRed and obj_tileBlue (each with their respective sprites and origins set to 0,0), obj_connection, obj_game, and obj_tileParent. You will also need a 768 x 768 room.

How to do it...

  1. In...