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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

Introduction


The majority of video games are ruled by physics in one way or another. 2D platformers require coded movement and jump physics. Shooters, both 2D and 3D, use ballistic calculators that vary in sophistication to calculate whether you shot that guy or missed him and he's still coming to get you. Even Pong used rudimentary physics to calculate the ball's trajectory after bouncing off of a paddle or wall. The next time you play a 3D shooter or action-adventure game, check whether or not you see the logo for Havok, a physics engine used in over 500 games since it was introduced in 2000. The point is that physics, however complex, is important in video games. GameMaker comes with its own engine that can be used to recreate physics-based sandbox games, such as The Incredible Machine, or even puzzle games, such as Cut the Rope or Angry Birds. Let's take a look at how elements of these games can be accomplished using GameMaker's built-in physics engine.

Physics engine 101

In order to use...

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