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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

A physics game


In this section, we will program a small physics sandbox. We're not going very in-depth, as this is intended to be a small introduction to the physics engine, not a complete tutorial. Let's first explain some information that you'll need to know when you're using GameMaker's physics engine. For one, you should not mix physics-specific code with code that controls movement that doesn't use physics (for example, use physics speed variables rather than the variable speed). It's also important to limit how many physics instances are active at once in your game, as they use intense calculations to make everything flow properly. In relation to this, use parenting for collision checks—children will not inherit physics properties, but they can inherit collision events. If you had five different enemies, it's best to have your player check for a collision with a parent rather than all five of those different enemies, if you can.

But anyway, let's start with making our physics game....

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