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)

Integrating Xbox gamepad support


This next and final section will show you how to incorporate Xbox controls into your game. Remember however, this section is completely optional if you do not have an Xbox controller on hand to test. In such a case, external programs exist that allow the player to bind a button press, joystick direction, and so on, on a controller to a keypress so that they still can use an Xbox controller, even if it isn't completely official support. You can refer your players to these programs. Two that we have heard of are JoyToKey and Xpadder. Their websites are at http://joytokey.net/en and http://www.xpadder.com. Both are great and allow multiple game profiles.

If you do however have an Xbox controller on hand and would like to learn how to incorporate support for it into your games, continue on.

GameMaker has two different kinds of gamepad support. One of them is legacy, not yet obsolete and still available for use, but not recommended and also only for Windows, and...