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GameMaker Cookbook

GameMaker Cookbook

By : Gardiner
5 (1)
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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)
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11
Index

Alternating gravity

Gravity can be a harsh mistress; if you've ever fallen from a height, you know what I mean. I often think it would be great if we could somehow lessen gravity's hold on us, but then I wonder what it would be like if we could just reverse it all together! Imagine flipping a switch and then walking on the ceiling! I, for one, think that it would be great. However, since we don't have the technology to do it in real life, I'll have to settle for doing it in video games.

Getting ready

For this recipe, let's simplify things and use the physics environment that we created in the previous recipe.

How to do it

  1. In obj_control, open the code block in the Create event.
  2. Add the following code:
    physics_world_gravity(0, -10);

That's it! Test the environment and see what happens when you create your physics objects.

How it works

GameMaker's physics world gravity is vector-based. This means that you simply need to change the values of x and y in order to change...

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