Book Image

GameMaker Cookbook

Book Image

GameMaker Cookbook

Overview of this book

GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.
Table of Contents (17 chapters)
GameMaker Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Adding a Run button


One of my first "Aha!" moments in gaming as a kid was finding out that in Super Mario Bros, you could hold down the B button to make Mario run, allowing you to jump farther than a normal jump. Regardless of how you remember it, there was something exciting about moving that quickly, as though you were flying through this world by the seat of your pants. One false move and you were done for! Why not recreate that excitement by adding a run button of your own?

Getting ready

You'll need a character (obj_player) who has movement controls, at least horizontally. Refer to the code in the previous section if you need it.

How to do it...

  1. Open obj_player.

  2. Click on the Step event and open the control movement code block.

  3. Below the movement code, add the following code:

    //make the character run
    if keyboard_check(vk_shift)
    {
        hspeed = (hspeed*2);
    }

That's it!

How it works...

This piece of code is simple as it is short. All it tells GameMaker to do is to check whether the player is holding...