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


Kudos on finishing this introductory physics chapter! The following, and final, chapter will wrap this up, and include debugging and some other useful information that we couldn't teach you as of yet.

Review questions

  1. What is a fixture?

  2. What is a joint?

  3. How can you give a physics object "infinite weight"?

  4. What variables do we use for the coordinates of an object that uses physics?

  5. How can you check whether a mouse button is clicked, and how can you check the cursor's position?

Quick drills

  1. Play around with different shapes in your sandbox game and see how they all interact. Have one of your shapes spawn when the player clicks the right mouse button (mb_right).

  2. Also play around with revolution joints, maybe have balls that collide revolute. If you want, you could try some of the other joint types shown in GameMaker's documentation to see how they work.

  3. In your second game, add a projectile that the player can spawn that uses physics properties. Program it just like the ones in previous games...