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

Saving player selection and score


I personally enjoy games with a lot of choice. I like having options that expand the game's scope and add replay value, but I also enjoy being able to play a game the way I want to play it. I'm certainly not the only person who feels this way, and for this reason, many game developers add appropriate options. Now, once I've made my selection and get into the game, what I don't want is to have to make those selections again; I want to save my choice and pick up right from where I left off. Let's take a look at how to select a player character and then save this selection, along with the player's score.

Getting ready

To complete this recipe, you'll need several objects, sprites, and so on. You'll need two sprites (or skins, as they can be called in such scenarios) to represent the player's character options. I've chosen Red (spr_charRed) and Blue (spr_charBlue) as these are the classic choices in some of my favorite team-based games. Next you'll need your player...