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


You learned a lot of different information in this chapter—parenting, how to create a tracking AI, change drawing alignment, creating your own events, creating and using paths, and implementing particles! Of course, go back and review the chapter to make sure you understand all the functions and everything else we taught you. In the following chapter, we will be overviewing the GameMaker physics engine and show you how to utilize its capabilities in two different ways—one of which you might not expect.

Review questions

  1. What are User defined events for?

  2. How do you make something move towards something else, but make sure not to hit what it isn't tracking?

  3. How can you change the horizontal alignment (you might also call it the origin) from which text (and anything else) is drawn?

  4. How do you set up parenting in GameMaker, and what is the purpose of setting up parent and child objects? What can you accomplish with the use of parent objects that you might not be able to otherwise?

  5. Define and...