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 particles to simulate kicking up dust


Even if your game's art style isn't meant to be photorealistic, there are many subtle things you can do to make them more immersive. One such thing is to add environmental cues, such as dust clouds, where your player character moves. Have you ever run down a dirt road? If so, your feet have certainly kicked up quite a bit of dust as you travelled along. Let's add the same effect to your game to give more depth to the environment.

Getting ready

To start with, you'll need the following objects: two separate ground parent objects (obj_grndParent_norm and obj_grndParent_dirt), two separate ground objects (obj_ground_norm and obj_ground_dirt), and a player object (obj_player). Give the two ground objects different sprites and assign their respective parent objects, as we did in Chapter 2, It's Under Control – Exploring Various Control Schemes. Set up a room with a long platform consisting of sections of each type of ground object so that we can see the...