Book Image

GameMaker Programming By Example

By : Brian Christian, Steven Isaacs
Book Image

GameMaker Programming By Example

By: Brian Christian, Steven Isaacs

Overview of this book

This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games.
Table of Contents (16 chapters)

Summary


Nice job! You finished this entire chapter, and while it was easier than the others, it definitely had some more advanced topics in it. Before you move on to the questions and then the drills, you should definitely review the chapter. Once you feel you're ready to, move on.

Review questions

  1. What is an INI file, what are its components called, and how do you structure it?

  2. How do you create and use a spritefont?

  3. What are the other two ways to use files in GameMaker?

  4. What are some different ways that you can encrypt data in GameMaker?

  5. What should you combine the use of encoding functions in GameMaker with, and why?

Quick drills

  1. Allow the player to rebind other keys that have been used in the game, and save these too.

  2. Create a highscore leaderboard wherein multiple highscores are saved and ranked.

  3. Add score bonus items that the player can pick up.

Nice job! You've now finished the entire chapter, and this game project too! Before moving onto the next chapter, you might want to review the past chapters...