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)

Debugging


You will learn about some of GameMaker's debugging capabilities. Before that, we'd like to show you a lightweight debugger console that you can modify and add to any game project to help with the debugging process. We've used it before, and it has been very helpful. Find it at http://gmc.yoyogames.com/index.php?showtopic=675236.

As for regular debugging, GameMaker: Studio has four features for debugging:

  • Compile-time errors

  • Runtime errors

  • Debugger module

  • Debugging functions

Compile-time errors are probably the easiest to fix, since they directly tell you what the issue is. Runtime errors still tell you the issue, but the runner is unable to know exactly what is causing the issue. Furthermore, a runtime error might not always occur, so you'll have to test your game many different times with many different conditions in order to eliminate all the bugs that you can. As far as the debugger, it's rather similar to any other debugger for a compiled program; it just has some GameMaker specific...