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 8. Introducing the GameMaker: Studio Physics Engine

In this chapter, we will introduce the built-in GameMaker physics engine, based on the open source Box2D and LiquidFun physics engines. The engine has a lot of features that you might find beneficial, one of which being that you can create physics-based games. However, you are not restricted to using the engine for a sandbox style physics game. It has powerful and simple-to-use collision checking that can even be used for all the games we've made so far. You could refactor all of those games just by implementing physics! In this chapter, we'll program two small engines based on the physics engine in order to give you a small introduction into setting up the physics engine in your games.