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

Creating a flashlight


Even if you're not a fan of the genre, you need to be aware of the growing number of survival horror games on the market, especially the ones that are popular with indie developers. Many of these games (probably even most of them) require you to fumble around in dark, creepy locales as you attempt to solve a puzzle, unlock a secret, or find your long lost dad who disappeared under suspicious circumstances. What do the developers give you to aid you on your quest? A flashlight. One that keeps running out of batteries. Well, I have good news for you if you're looking to make a 2D survival horror game: we're going to learn how to create a flashlight effect in GameMaker.

Getting ready

Once again, you'll need a room (rm_game), a controllable player object (obj_player), an obstacle (obj_block), and a light controller object (obj_lightControl). Go ahead and place instances of obj_block around the room so that you can test them on completion. For this recipe, you'll also need...