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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

Changing day to night


Though it has been done before, my first memory of a game with an active day/night cycle was Legend of Zelda: Ocarina of Time.

While running around most outdoor areas, the game's internal clock would cycle day to night and back to day again. Different enemies would appear between day and night, but the biggest change was to see how the world appeared. Enemies became less visible and the draw distance (how far you could see) was affected. Using what we've learned in this chapter so far, let's create a day/night cycle in GameMaker.

Getting ready

We'll start from scratch for this recipe because you only need three things: A room (rm_game), a block object to test your sight (obj_block), and a night cycle controller object (obj_cycle). Give obj_block a simple sprite and place it in random places around the room, but do not assign a sprite to obj_cycle. Also, make sure obj_cycle has a depth with a lower value than everything else in the room.

How to do it

  1. In obj_cycle, add a Create...

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