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GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (12) Chapters Close

Preface 1. Game Plan – Creating Basic Gameplay FREE CHAPTER 2. It's Under Control – Exploring Various Control Schemes 3. Let's Move It – Advanced Movement and Layout 4. Let's Get Physical – Using GameMaker's Physics System 5. Now Hear This! – Music and Sound Effects 6. It's All GUI! - Creating Graphical User Interface and Menus 7. Saving the Day – Saving Game Data 8. Light 'em up! – Enhancing Your Game with Lighting Techniques 9. Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles 10. Hello, World – Creating New Dimensions of Play Through Networking Index

Implementing situational sound effects


Ever noticed how almost anything that you do in games produces some kind of sound effect? It could be as simple as a "ding!" every time you collect gold or a complex series of explosions coming from your speakers, but in the best games, a lot of thought and planning goes into sound design because it is really important to the experience. Sound in games, at its core, is meant to inform the player of something happening. If the sound doesn't match the action, it can break a player's engagement with the game world. You've likely played a game with poor sound design; you might not remember it, but you surely remember the games that did it right. Let's take a look at how we can create audible responses to accompany in-game events.

Getting ready

For this recipe, we're going to reuse some of the movement code from Chapter 2, It's Under Control – Exploring Various Control Schemes. If you skipped the Making your character jump recipe; don't worry, I've copied...

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