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

Making a pause screen


What's worse than having someone interrupt you while you're playing a game you can't pause? That's right, nothing. That's why I'm sure that you'd like to add a game pause feature to the game you're working on. Let's take a look at a simple way to create a great looking pause screen.

Getting ready

We're just going to take a look at the functionality of this feature, so you won't need much for this recipe. Before I began, I created one room and placed several ball objects in it that move in random directions and bounce off the walls. Why did I do this? It's because this feature is best demonstrated with moving objects, not unlike a real game. Oh, and I made them speed up whenever they bump into a wall or each other. This part isn't important; I just thought it was more fun.

What you'll really need in order to make this work is two objects: obj_control and obj_pause. Neither of these objects requires a sprite, as they are both control objects, working in the background.

How...