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 7. Programming a Scrolling Shooter

In this chapter, we will provide an overview of the creation of a scrolling shooter game (such as the classic Xevious by Namco or Guxt by Studio Pixel). By design, a scrolling shooter typically has a scrolling background and the player tries to avoid obstacles and enemies while shooting down the enemies. The game can be one infinite level or broken into different levels depending on the design implemented. Think about some scrolling shooters you might have played against, and if you haven't played any, try Guxt (http://cavestory.org/pixels-works/guxt.php). It's great! This chapter will cover object parenting, AI, a new kind of event, the paths resource, and particles. It's time to get started!