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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 2. It's Under Control – Exploring Various Control Schemes FREE CHAPTER 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

Online play


Here, we'll take a look at one type of online play: asynchronous turn-based play. Just like in video games, this style appears in real life. Consider playing football versus playing chess. In football, everyone on the field is playing simultaneously; there is no waiting involved, except between plays, when everyone is waiting. This is synchronous play. Conversely, in chess, after you make a decision and move a piece on the board, you cannot do so again until your opponent has done the same. You can survey the board and devise your strategy, but until it is your turn once again, you cannot play. This is asynchronous play. Using our newfound knowledge of networking, let's use GameMaker to simulate some turn-based play.

  • Setting up asynchronous play for a turn-based game

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