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

Summary


Excellent work! In this chapter we really rounded out the game experience by adding an entire front end, including a Shop and unlockable levels. We learned to use Grids, Maps, and List data structures to hold a variety of information. We rebuilt the HUD so that we could display more buttons, display only the available equipment, and built a basic countdown timer. We created a Score Screen to show the player how they fared in the level. We also created an introductory screen at the front of each level that utilized a simple typewriter effect that showed us how to manipulate strings. Finally, we added a save system that taught us about using local storage and allows us to have multiple player saves!

Overall we took the game from being a playable prototype to a fully fleshed out game with a beginning and end and plenty of risk and reward. In the next chapter we are going to continue to polish this game by taking a look at particle effects and adding them to the Pillar and Debris destruction...