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

Implementing situational sound effects


Ever noticed how almost anything that you do in games produces some kind of sound effect? It could be as simple as a "ding!" every time you collect gold or a complex series of explosions coming from your speakers, but in the best games, a lot of thought and planning goes into sound design because it is really important to the experience. Sound in games, at its core, is meant to inform the player of something happening. If the sound doesn't match the action, it can break a player's engagement with the game world. You've likely played a game with poor sound design; you might not remember it, but you surely remember the games that did it right. Let's take a look at how we can create audible responses to accompany in-game events.

Getting ready

For this recipe, we're going to reuse some of the movement code from Chapter 2, It's Under Control – Exploring Various Control Schemes. If you skipped the Making your character jump recipe; don't worry, I've copied...