Book Image

HTML5 Game Development with GameMaker

By : Jason Lee Elliott
Book Image

HTML5 Game Development with GameMaker

By: Jason Lee Elliott

Overview of this book

The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path finding. In addition, it offers a rich scripting language and extensions for developers now enabling everyone to create games and monetize them quickly and easily.HTML5 Game Development with GameMaker will show you how to make and release browser based games using practical examples. This book utilizes GameMaker's powerful scripting language allowing you to create your first game in no time. With this guide you will develop a thorough skill set and a coherent understanding of the tools to develop games of increasing complexity, gradually enhancing your coding abilities and taking them to a whole new level. The GameMaker Studio environment allows you to jump right into building browser based games quickly and releasing them online. The chapters focus on core practical elements, such as, artificial intelligence and creating challenging boss battles. This book guides you on how to use advanced features easily and effectively, these include, data structures and demonstrating how to create rigid body physics with simple explanations and visual examples. By the end of this book you will have an in-depth knowledge of developing and publishing online social browser based games with GameMaker.
Table of Contents (16 chapters)
HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Coding conventions


In order to write effective code, regardless of programming language, it is important to follow the recommended coding conventions. This will help ensure that other people can read and understand what the code is attempting to do and debug it. There is no universal standard for programming practices, though many languages follow similar guidelines. The GameMaker Language (GML) does not have an official recommended set of conventions, partially due to the fact that it was developed to be a learning tool and is very forgiving as a result.

For this book, we will define our own conventions based on common practices and ease of learning.

  • All assets, except Rooms, will start with a simple type signifier and an underscore. For example:

    • Sprites: spr_

    • Objects: obj_

    • Scripts: scr_

  • Even though it is possible to use the Execute Code DnD to write code directly on an event, all code will be placed into Scripts and the naming convention will indicate the Object it is attached to and the Event...