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


We covered a lot of material in this chapter. We started with the basics of using the Box2D physics system. We learned how to assign Fixtures to objects and what the different properties were that we could change. We created a Chain and Wrecking Ball that utilized Revolute Joints so each piece would rotate with the one preceding it. We built TNT and a Magnetic Crane that used Forces to move objects around the world. We also made Debris spawn from the large Pillars when they collided with heavier, stronger objects. Additionally, we learned about the Draw GUI event and the difference between a Sprite's location as represented in a room versus the location on screen. This allowed us to create a Menu that will display properly on screen no matter the size of the room.

We are going to continue to work on this game in the next chapter. We will create a store and inventory system so that the player has a limited amount of equipment and can purchase additional items. We will also dive into...