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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

Using the GUI layer in full screen mode with views


When resizing the display, in order to keep the aspect ratio of the game screen (or application surface) intact, GameMaker will employ a letterbox to fill the rest of the screen. These black bars may be appropriate for your particular game, but in general they are not ideal; the black bars represent potentially wasted space. The letterbox is likely to be present when keeping the game's aspect ratio, unless the dimensions of the screen happen to match that of the room you created. For this reason, it is a good idea to employ views and allow GameMaker to change the size of these views depending on the display being used. Let's take a look at incorporating views for use in full screen mode in GameMaker.

Getting ready

Once again, we'll use the same game project we've been working with in this chapter. However, in order to ensure that every line of code ends up where it belongs, it will be easier to follow along from start to finish. Before we...

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