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 5. Saving and Loading Data

In this chapter, you will add a lot of functionality to your previous games. This includes implementing a score system and displaying the score with the use of fancier sprite fonts, saving a highscore to a .ini file, which you can then load into your game to show the highscore across playthroughs, as well as allowing the player to change their keyboard configurations for this game, which will then also be saved and loaded. We'll also encrypt the data inside the .ini file, after the basics of saving the highscore to it are finished. Using .ini files is actually a simple process, as you will see when we get to that part in the chapter.