Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • GameMaker Cookbook
  • Toc
  • feedback
GameMaker Cookbook

GameMaker Cookbook

By : Gardiner
5 (1)
close
GameMaker Cookbook

GameMaker Cookbook

5 (1)
By: Gardiner

Overview of this book

GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.
Table of Contents (12 chapters)
close
11
Index

Using a point-and-click interface


If you've ever played a computer game, chances are you've done so using a mouse or similar device at one point or another. So many game genres utilize such a peripheral but few have made as big an impact as Diablo, which was released in 1996. Diablo was not the first action-RPG to use a mouse-based movement, but it was among the first to use 8 direction movement and certainly revitalized a game genre in decline. Even with the release of Diablo 3 in 2012, the biggest change is the 360-degree movement in place of the 8 direction movement based on a grid. Given the continued popularity of this genre, you may be inclined to recreate it in a game of your own, so let's do that now.

Getting ready

To start with, you'll need a room and an animated character set for either a top-down or 3/4 isometric view with separate sprites for each direction. This is easily achieved if you create a 3D model for your character and simply render out the various poses and animation...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete