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


Congrats! You've finished this chapter. That was one hefty chapter, huh? But you finished it, so great job. As usual, you should go review the chapter and refresh your brain on some of the things you learned. Once you've done that, move on to the Review questions, followed by the Quick drills.

Review questions

  1. What is image_xscale, and what was the problem we would've had with it had we not centered the origin of the player sprite?

  2. How do you import a spritesheet?

  3. What are views, and what is the port on screen?

  4. Describe all of the networking terms we explained to you earlier: buffer, packet, TCP, UDP, socket, port, client/server networking, and IP address.

  5. What is byte alignment?

  6. What must you do before reading and writing to a fixed buffer?

  7. What were the two different kinds of gamepad support we incorporated, and what are some of the differences between them?

Quick drills

  1. Allow the player to press a key to join a server (rather than having the popup appear immediately). If they want to join...