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GameMaker Programming By Example

GameMaker Programming By Example

By : Christian, Isaacs
3 (2)
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GameMaker Programming By Example

GameMaker Programming By Example

3 (2)
By: Christian, Isaacs

Overview of this book

This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games.
Table of Contents (11 chapters)
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Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Play around with some of the other actions on your obj_square to make it do more rather than be displayed and print text."

A block of code is set as follows:

if (keyboard_check_pressed(vk_up) && !binding) {
       if (choice <= 0) choice = 2;
       else --choice;
}

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "At the bottom of the resource tree are the Game Information and Global Game Settings options."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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