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

Introduction


Even though they work mostly in the background, save systems play a huge role in games. Be it saving your game progress, tracking your object positions, or even keeping your high score, saving data is crucial to game development. It may not be exciting or glamorous but it's the truth. Would you keep playing a game in which you collect weapons, experience points, and artifacts, only to have them disappear when you go to the next stage? No, you'd likely shut it off and go back to playing something else. Keeping track of information can allow your players to save their progress and come back to it some other time, or even compete with other players for arcade supremacy (this means having the highest score). Let's see what it takes to build these systems and implement them in your game.

Background data

Okay, let's start with the boring, behind-the-scenes stuff. Here, we'll take a look at how to save and recall bits of information as they pertain to game elements and settings:

  • Creating...