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 on completing your second game! We learned how to simplify the player controls by placing the keyboard checks and collision forecasting into a single script. We covered several ways to deal with Sprite animation from rotating the image to setting what sprites should be displayed. We dealt with global variables and used them to implement a room transitioning system. We covered some new object properties in depth and persistence. Then we spent some time dealing with artificial intelligence through the use of proximity detection and path finding. We even discovered how to make an object navigate a room on its own while avoiding obstacles.

With the skills you have honed in this chapter, you will now be able to build games with multiple rooms with enemies that appear to think. It's your turn now to extend this game by adding more unique enemies, have the trophy open, and spawn loot. Have fun and explore your new found abilities!

In the next chapter we are going to build...