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GameMaker Programming By Example
GameMaker Programming By Example

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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GameMaker Programming By Example

Chapter 2. Your First Game – Escape the Dungeon

In this chapter, you will start to really learn about creating games in the GameMaker: Studio IDE. The last game you made was rather simple and did not have much to it. However, in this chapter, you will be creating a basic dungeon escape game. You will be guided through a step-by-step process and then have an opportunity to expand upon your game and make it your own. This type of game will teach you many skills that will apply to many other games and serves as a solid foundation with regard to the basic use of GameMaker. You'll learn about player input, collision, health, movement, resources, variables, and a variety of other topics. This Escape the Dungeon example will provide a good experience in the use of the GameMaker IDE and its drag and drop coding interface. It also serves to segue into the GML, which you will begin to utilize in the next chapter.

Creating your Escape the Dungeon game

Your Escape the Dungeon game is going to be a simple 2D maze-like game where the player dodges enemies and escapes a labyrinth of sorts to proceed through the levels. Your player will be able to shoot at these enemies and the enemies in turn will shoot randomly. In addition, the player will need to collect keys to unlock doors to the next level. This will introduce the use of variables in the game. The game is fairly simple, but teaches many skills in terms of using GameMaker: Studio.

First, create a new game project called EscapeTheDungeon by selecting the New tab at the very start screen of GameMaker: Studio. Choose your directory and project name. The GameMaker IDE should then open in a new workspace.

The playable character

The playable character is something that has a few components that make it up. It is an object that the user of the game will control via keyboard input that can allow it to move in four directions and shoot. The player consists...

Summary

That was one hefty chapter. You learned a lot about GameMaker for just one chapter. Just to review, you learned about movement, collision, timing, sounds, backgrounds, variables, and much more. Did you understand everything? If you were confused about anything, go back and review the content. You can also re-read what you put in your game project or search in the documentation for subjects related to your question. The Using GameMaker section of the documentation is helpful for drag and drop programming, which we have used in this chapter. Make sure that you understand everything we did too, at least to a good extent, as we will continue to use the aspects of this chapter and build upon them. This does provide practice, but it is also important to at least understand the basics so you can further advance your knowledge of them. Once you think you've got everything down, tackle these review questions, then the drills.

Review questions

  1. What is the difference between the Keyboard...
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Key benefits

  • Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine
  • Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker’s features.
  • Go through step-by-step tutorials to design and develop unique games

Description

This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games.

Who is this book for?

If you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games.

What you will learn

  • Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games
  • Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language
  • Create games with random elements for exciting gameplay
  • Use the basic GameMaker file I/O and encryption systems
  • Utilize the GameMaker networking functions to create multiplayer games
  • Give AI routines to your enemies to make challenging gameplay
  • Create particle systems to give your game exciting graphics
  • Understand the various debugging techniques available in GameMaker: Studio

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Dec 28, 2015
Length: 212 pages
Edition : 1st
Language : English
ISBN-13 : 9781785888472
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Product Details

Publication date : Dec 28, 2015
Length: 212 pages
Edition : 1st
Language : English
ISBN-13 : 9781785888472
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GameMaker Cookbook
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GameMaker Programming By Example
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Table of Contents

10 Chapters
1. Introduction to GameMaker: Studio Chevron down icon Chevron up icon
2. Your First Game – Escape the Dungeon Chevron down icon Chevron up icon
3. Introducing the GameMaker Language Chevron down icon Chevron up icon
4. Fun with Infinity and Gravity – An Endless Platformer Chevron down icon Chevron up icon
5. Saving and Loading Data Chevron down icon Chevron up icon
6. A Multiplayer Sidescrolling Platformer Chevron down icon Chevron up icon
7. Programming a Scrolling Shooter Chevron down icon Chevron up icon
8. Introducing the GameMaker: Studio Physics Engine Chevron down icon Chevron up icon
9. Wrapping Up Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
(2 Ratings)
5 star 0%
4 star 50%
3 star 0%
2 star 50%
1 star 0%
Seth Brady Feb 18, 2016
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
It's a good book with somewhat straight forward explanations for the beginning GML programmer. I say "somewhat", because there are a couple of incidents early on that aren't explained clearly and made continuing a little hard. I'm saying this as a someone who already has experience with C++, Java, and a little GML. Thankfully, examples for all the code is available on the publishers website. Overall, I think the book is worth the price and would recommend it to anyone looking to learn GML and Game Maker.
Amazon Verified review Amazon
Alyssa Apr 06, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
Difficult to read very choppy and bland writing.This is the 7th book on GML that I'm reading and so far it has been the least enjoyable to read. It is almost as if the writer just listed a bunch of facts and crammed them into long paragraphs then moves on...kind of confusing, hard to explain.Only because I already set a goal to read 10 GML books by the end of this month, will I continue reading this book it is that difficult to follow.There are better books if you only want to read a couple to learn GM:S. Pretty munch any other one except the apprentice/companion books because they are too obsolete.
Amazon Verified review Amazon
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