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

Creating an explosion


What kind of a game doesn't have any explosions? Well, I'm sure there are some out there, but do you really want to play them? I doubt it* and that's why we're going to learn a little bit about GameMaker's particle systems by creating explosions. This will be much more coding-intensive than our previous forays into particles but, once we're done, you'll have plenty to play around with. GameMaker's particle systems and particle emitters can make some pretty interesting effects that add a lot of polish with just a little effort.

*I don't actually doubt it but just go with it.

Getting ready

We're going to start from scratch for this recipe. Due to the colors we'll be using and the nature of the recipe, I recommend that you change the background color of the room that you set to black. You'll also need two objects: obj_control (our controller object) and obj_partEmit_exp (our particle emitter object). Place an instance of obj_control in the room.

How to do it...

  1. In obj_control...