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 6. A Multiplayer Sidescrolling Platformer

In this chapter, you will learn about a few different GameMaker components as you create a sidescrolling platformer game. These include sprite animation, sidescrolling with views, networked client/server multiplayer, and finally, Xbox gamepad support (a section you can safely skip if you don't have an Xbox controller). We've tested all the code on an Xbox 360 Controller, but it should function properly on an Xbox One controller (assuming you have all of your drivers installed). The movement and platforming will be done using an alternate method from what we've used before, which you might prefer and find more efficient. Sprite animation is also very easy, and doesn't really introduce new concepts, but it is important to learn. Networked multiplayer is more complex than other concepts you have learned, but the system is relatively simple enough to use even if you have no prior networking experience. The final, and optional, section on gamepad...