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

Using the GUI layer in full screen mode with views


When resizing the display, in order to keep the aspect ratio of the game screen (or application surface) intact, GameMaker will employ a letterbox to fill the rest of the screen. These black bars may be appropriate for your particular game, but in general they are not ideal; the black bars represent potentially wasted space. The letterbox is likely to be present when keeping the game's aspect ratio, unless the dimensions of the screen happen to match that of the room you created. For this reason, it is a good idea to employ views and allow GameMaker to change the size of these views depending on the display being used. Let's take a look at incorporating views for use in full screen mode in GameMaker.

Getting ready

Once again, we'll use the same game project we've been working with in this chapter. However, in order to ensure that every line of code ends up where it belongs, it will be easier to follow along from start to finish. Before we...