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)

Chapter 3. Introducing the GameMaker Language

This chapter will introduce you to the GameMaker Language, which is the way that developers who use GameMaker: Studio explore its full possibilities and can directly program their games in a more authentic programming environment. We will focus on GameMaker Language (GML) for the remainder of this book. The previous chapter taught drag and drop programming to provide some familiarity with the GameMaker: Studio environment and provide a base game to model for this chapter. The first chapter taught many different basic aspects of programming in GameMaker, such as input, collision, variables, and more. Few people interested in making advanced games continue to work exclusively in the drag and drop environment, as there are a lot of reasons that the GML is far superior. If you have any experience with the Java or C++ programming languages, it might help, as those taught object-oriented principles, but is definitely not necessary:

  • When drag and drop...