Book Image

HTML5 Game Development with GameMaker

By : Jason Lee Elliott
Book Image

HTML5 Game Development with GameMaker

By: Jason Lee Elliott

Overview of this book

The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path finding. In addition, it offers a rich scripting language and extensions for developers now enabling everyone to create games and monetize them quickly and easily.HTML5 Game Development with GameMaker will show you how to make and release browser based games using practical examples. This book utilizes GameMaker's powerful scripting language allowing you to create your first game in no time. With this guide you will develop a thorough skill set and a coherent understanding of the tools to develop games of increasing complexity, gradually enhancing your coding abilities and taking them to a whole new level. The GameMaker Studio environment allows you to jump right into building browser based games quickly and releasing them online. The chapters focus on core practical elements, such as, artificial intelligence and creating challenging boss battles. This book guides you on how to use advanced features easily and effectively, these include, data structures and demonstrating how to create rigid body physics with simple explanations and visual examples. By the end of this book you will have an in-depth knowledge of developing and publishing online social browser based games with GameMaker.
Table of Contents (16 chapters)
HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


Congratulations! You have just finished creating your first side-scrolling shooter. We covered quite a lot in this chapter. We have applied all three methods of movement: manually adjusting the X and Y coordinates, using hspeed and vspeed, and setting the speed and direction variables. We are now able to add and remove instances from the game world dynamically. With the bullets, we learned to transfer information from one instance to another, such as the direction to move, by capturing the ID of the instance and accessing it through the dot operator.

We discovered the wonderful with statement that gave us the ability to affect a single instance, all instances of an object, or even the other instance involved in a collision. We took a look at global variables, such as lives and score, and used the Draw event to display it. Waves of enemies were spawned using Time Lines. The illusion of movement was created by scrolling the background image. Sound was applied and the volume adjusted...