Book Image

GameMaker Programming By Example

By : Brian Christian, Steven Isaacs
Book Image

GameMaker Programming By Example

By: Brian Christian, Steven Isaacs

Overview of this book

This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games.
Table of Contents (16 chapters)

Summary


That was one hefty chapter. You learned a lot about GameMaker for just one chapter. Just to review, you learned about movement, collision, timing, sounds, backgrounds, variables, and much more. Did you understand everything? If you were confused about anything, go back and review the content. You can also re-read what you put in your game project or search in the documentation for subjects related to your question. The Using GameMaker section of the documentation is helpful for drag and drop programming, which we have used in this chapter. Make sure that you understand everything we did too, at least to a good extent, as we will continue to use the aspects of this chapter and build upon them. This does provide practice, but it is also important to at least understand the basics so you can further advance your knowledge of them. Once you think you've got everything down, tackle these review questions, then the drills.

Review questions

  1. What is the difference between the Keyboard and...