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)

Remaking Escape the Dungeon in the GML

So now that you've heard enough about why to use the GML, let's begin learning it. It will be helpful to open the project from the previous chapter, as we will be copying much of it with edits here and there to make the game better. Open another instance of GameMaker: Studio and create a new project, and name it escapeTheDungeonGML. You will need to recreate the resources, but you can retrieve your image and audio assets from the previous game.

Remaking the sprites

Follow these steps for remaking your game's sprites:

  1. When you create your new sprite (let's do the player's sprite for now) name it and then select Load Sprite. Navigate to <original Escape the Dungeon root directory>\sprites\images and you will find all the images of your entire project. It's unfortunately not organized into subfolders, but there shouldn't have been too many sprites in the last project. Select the frontal view we made first in the last chapter.

  2. To add your other subimages...