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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

Using particles to simulate kicking up dust


Even if your game's art style isn't meant to be photorealistic, there are many subtle things you can do to make them more immersive. One such thing is to add environmental cues, such as dust clouds, where your player character moves. Have you ever run down a dirt road? If so, your feet have certainly kicked up quite a bit of dust as you travelled along. Let's add the same effect to your game to give more depth to the environment.

Getting ready

To start with, you'll need the following objects: two separate ground parent objects (obj_grndParent_norm and obj_grndParent_dirt), two separate ground objects (obj_ground_norm and obj_ground_dirt), and a player object (obj_player). Give the two ground objects different sprites and assign their respective parent objects, as we did in Chapter 2, It's Under Control – Exploring Various Control Schemes. Set up a room with a long platform consisting of sections of each type of ground object so that we can see the...

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