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


Congratulations! You've finished this entire book and can now begin your life as a game developer, or a hobbyist game developer (or perhaps continue and learn different game development engines). You learned a lot of information throughout the course of this book—from input, to drawing, to menus, to networking, to the file system, to particles, and a whole lot more! Quite a lot of code! Now if you're ever confused about something or forgot something, the answer is probably right in this book for you to quickly reference. In addition to using the book as a reference you should now be comfortable using the resources provided in GameMaker: Studio as well as the online GameMaker community.

Review questions

  1. What are the different features available for debugging in GameMaker: Studio?

  2. What is the difference between compile-time and runtime errors?

  3. What is the purpose of a timeline?

  4. What are shaders?

Quick drills

  1. Purposefully, create bugs in a project that would give compile-time and runtime errors...