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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


You learned a lot of different information in this chapter—parenting, how to create a tracking AI, change drawing alignment, creating your own events, creating and using paths, and implementing particles! Of course, go back and review the chapter to make sure you understand all the functions and everything else we taught you. In the following chapter, we will be overviewing the GameMaker physics engine and show you how to utilize its capabilities in two different ways—one of which you might not expect.

Review questions

  1. What are User defined events for?

  2. How do you make something move towards something else, but make sure not to hit what it isn't tracking?

  3. How can you change the horizontal alignment (you might also call it the origin) from which text (and anything else) is drawn?

  4. How do you set up parenting in GameMaker, and what is the purpose of setting up parent and child objects? What can you accomplish with the use of parent objects that you might not be able to otherwise?

  5. Define and...

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