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


So you've finished your text-coded remake of Escape the Dungeon. Pat yourself on the back, as like the other chapters, this was a hefty one. Go back and review the chapter so that you properly understand everything. Once you think you've got it down, tackle these review questions, followed by the drills.

You have now successfully finished your first chapter that makes use of the GML. Did you see how great it is and how much you can do with it? Just take a look at the documentation, you'll see that GML opens your possibilities wide open. You can really do a lot with it. In the next chapter, you will learn how to create an endless platformer with infinite spawning.

Review questions

  1. Explain what each type of event that we will use is, and what they can be used for.

  2. How do you declare a local variable (what keyword do we use)?

  3. What are some of the advantages of direct coding over drag and drop?

  4. What is a room's creation code and how do you modify it?

  5. What is the problem with randomness in GameMaker...