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 built an epic boss battle! We started this chapter by delving into systems design and creating some very useful scripts. We built an animation system that most objects in the game utilized. We learned how to forecast for collision and apply our own custom gravity on the player. We even created platforms that the player could jump through and land on. We were introduced to constants, which has the benefit of making the code easier to read for us and more efficient to the computer. We then went on to build a three-phase boss fight utilizing all our previous knowledge along with our new systems.

In the next chapter we are going to move onto creating a physics-based game utilizing GameMaker: Studio's Box2D implementation. This will use a completely different method of collision detection and physics systems. It will also allow us to have objects that react to the world with little or no code!