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

Structuring systems-based code


When making a game, it is common to build each component all on its own and not to think about how it will affect the game as a whole. The developer will build a basic framework and then add features as they come along, often resorting to special conditional statements to make the code work without breaking the game. This methodology eventually will start creating bugs in the software requiring more time and effort to fix each one. The bigger the game, the more likely problems will be to arise. It can be an incredibly frustrating experience.

This is where breaking the code into individual systems can really save time and effort. Rather than rewriting elements of code over and over again for each object, we can write self-contained processes into scripts that can be shared. For this game we are going to separate out some of the more basic components, such as gravity and animation, into their own systems.

Creating gravity

The first system we are going to build is...