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GameMaker Programming By Example

You're reading from   GameMaker Programming By Example Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785887963
Length 212 pages
Edition 1st Edition
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Authors (2):
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Brian Christian Brian Christian
Author Profile Icon Brian Christian
Brian Christian
Steven Isaacs Steven Isaacs
Author Profile Icon Steven Isaacs
Steven Isaacs
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Toc

Summary


Congratulations! You've finished this entire book and can now begin your life as a game developer, or a hobbyist game developer (or perhaps continue and learn different game development engines). You learned a lot of information throughout the course of this book—from input, to drawing, to menus, to networking, to the file system, to particles, and a whole lot more! Quite a lot of code! Now if you're ever confused about something or forgot something, the answer is probably right in this book for you to quickly reference. In addition to using the book as a reference you should now be comfortable using the resources provided in GameMaker: Studio as well as the online GameMaker community.

Review questions

  1. What are the different features available for debugging in GameMaker: Studio?

  2. What is the difference between compile-time and runtime errors?

  3. What is the purpose of a timeline?

  4. What are shaders?

Quick drills

  1. Purposefully, create bugs in a project that would give compile-time and runtime errors...

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