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GameMaker Cookbook
GameMaker Cookbook

GameMaker Cookbook: Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

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GameMaker Cookbook

Chapter 2. It's Under Control – Exploring Various Control Schemes

In this recipe, we'll cover the following topics:

  • Listing controls
  • Creating 2D movement
  • Adding a Run button
  • Making your character jump
  • Using a point-and-click interface
  • Following the cursor
  • Setting up a controller
  • Utilizing analogue joystick acceleration
  • Adding tap control
  • Using swipes
  • Moving characters or objects by tilting a device

Introduction

If someone gives you a videogame controller and asks you to play the game, your first question would likely be "How do I play?" This is a simple way of asking "How do I control what I see on the screen?" A game's controls are a major part of the gameplay as your player's input essentially determines everything. An otherwise good game can be rendered unplayable by an awkward or overly complicated control scheme. This is compounded by the push toward touch controls that, especially in the mobile game market, demand a simple interface with a lot of developers opting for a one-touch gameplay.

Just because game controls are trending toward simplistic, it doesn't mean you need to shoehorn your game to work in this fashion. The most important thing about your control setup is that it needs to fit to your game's style. You won't see one-touch controls on a first-person shooter just like you won't see a memory game that requires two...

Creating 2D movement

In Chapter 1, Game Plan – Creating Basic Gameplay, we demonstrated the basic character movement using GameMaker's drag and drop interface. It involved a lot of blocks. Next, we will create more sophisticated movement code in only a handful of code blocks.

Getting ready

You'll need a character object (obj_player) and a room where you can place it. We won't be discussing the object's sprite or animation here; this is purely about moving your character in two dimensions on the screen. For this reason, we're using a simple block to represent our player character.

How to do it...

  1. In obj_player, add a Create event.
  2. Drag and drop an Execute Code block (under the Control tab) into the Actions box.
  3. Open it and enter the following code:
    ///set variables
    max_spd = 12;
    accel_spd = 1;
    decel_spd = 2;
  4. Close this code block and add a Step event.
  5. Drag a code block to the Actions box and enter the following code:
    ///control movement
    if (keyboard_check(vk_right)...

Adding a Run button

One of my first "Aha!" moments in gaming as a kid was finding out that in Super Mario Bros, you could hold down the B button to make Mario run, allowing you to jump farther than a normal jump. Regardless of how you remember it, there was something exciting about moving that quickly, as though you were flying through this world by the seat of your pants. One false move and you were done for! Why not recreate that excitement by adding a run button of your own?

Getting ready

You'll need a character (obj_player) who has movement controls, at least horizontally. Refer to the code in the previous section if you need it.

How to do it...

  1. Open obj_player.
  2. Click on the Step event and open the control movement code block.
  3. Below the movement code, add the following code:
    //make the character run
    if keyboard_check(vk_shift)
    {
        hspeed = (hspeed*2);
    }

That's it!

How it works...

This piece of code is simple as it is short. All it tells GameMaker to do is to check whether...

Making your character jump

Imagine that you grew up playing games, such as Pitfall, Super Mario Bros, or Metroid (it's likely the case for many of you). Now imagine playing these games without a jump button. You couldn't, could you? Of course not; these games feature jumping over obstacles and between platforms as a major gameplay element. Now, imagine you want to make your own platforming game. How would you make your character jump? Let's find out!

Getting ready

You'll need a character with movement controls, not unlike the ones you may have by following the preceding recipes. A jump animation is a good thing to have as well. It's not absolutely necessary, but I wrote the following code to incorporate one. You'll also need ground objects and any platforms you wish to have. You need to create one object with no sprite and call it obj_ground_parent. From there, you can create your platforms and ground objects with appropriate sprites, but make sure they all have...

Using a point-and-click interface

If you've ever played a computer game, chances are you've done so using a mouse or similar device at one point or another. So many game genres utilize such a peripheral but few have made as big an impact as Diablo, which was released in 1996. Diablo was not the first action-RPG to use a mouse-based movement, but it was among the first to use 8 direction movement and certainly revitalized a game genre in decline. Even with the release of Diablo 3 in 2012, the biggest change is the 360-degree movement in place of the 8 direction movement based on a grid. Given the continued popularity of this genre, you may be inclined to recreate it in a game of your own, so let's do that now.

Getting ready

To start with, you'll need a room and an animated character set for either a top-down or 3/4 isometric view with separate sprites for each direction. This is easily achieved if you create a 3D model for your character and simply render out the various...

Following the cursor

As long as we're using the mouse, we may as well look into further uses for our favorite peripheral. Some games, like the brick breaker subgenre, may use the mouse without relying on the mouse buttons. As you move your mouse left and right, your paddle moves correspondently onscreen, allowing you to bounce a ball upwards toward bricks. You know…the ones you want to break. Tennis-style games like Pong work on the same basic principle, only on a different axis. If you've ever wanted to revisit this classic control scheme, now is as good a time as any.

Getting ready

We won't get into creating a full Pong or brick breaker style game at this point; we only want to learn how the paddle moves. In this case, we'll make a paddle that moves along the x axis. That said, all you need is a sprite and object named in the vein of _paddle and you're set.

How to do it...

Get ready for this one, it may take a while.

  1. In obj_paddle add a Step event.
  2. Place a code...

Introduction


If someone gives you a videogame controller and asks you to play the game, your first question would likely be "How do I play?" This is a simple way of asking "How do I control what I see on the screen?" A game's controls are a major part of the gameplay as your player's input essentially determines everything. An otherwise good game can be rendered unplayable by an awkward or overly complicated control scheme. This is compounded by the push toward touch controls that, especially in the mobile game market, demand a simple interface with a lot of developers opting for a one-touch gameplay.

Just because game controls are trending toward simplistic, it doesn't mean you need to shoehorn your game to work in this fashion. The most important thing about your control setup is that it needs to fit to your game's style. You won't see one-touch controls on a first-person shooter just like you won't see a memory game that requires two joysticks and eight buttons; it just doesn't make sense...

Creating 2D movement


In Chapter 1, Game Plan – Creating Basic Gameplay, we demonstrated the basic character movement using GameMaker's drag and drop interface. It involved a lot of blocks. Next, we will create more sophisticated movement code in only a handful of code blocks.

Getting ready

You'll need a character object (obj_player) and a room where you can place it. We won't be discussing the object's sprite or animation here; this is purely about moving your character in two dimensions on the screen. For this reason, we're using a simple block to represent our player character.

How to do it...

  1. In obj_player, add a Create event.

  2. Drag and drop an Execute Code block (under the Control tab) into the Actions box.

  3. Open it and enter the following code:

    ///set variables
    max_spd = 12;
    accel_spd = 1;
    decel_spd = 2;
  4. Close this code block and add a Step event.

  5. Drag a code block to the Actions box and enter the following code:

    ///control movement
    if (keyboard_check(vk_right)) and not (keyboard_check(vk_left...

Adding a Run button


One of my first "Aha!" moments in gaming as a kid was finding out that in Super Mario Bros, you could hold down the B button to make Mario run, allowing you to jump farther than a normal jump. Regardless of how you remember it, there was something exciting about moving that quickly, as though you were flying through this world by the seat of your pants. One false move and you were done for! Why not recreate that excitement by adding a run button of your own?

Getting ready

You'll need a character (obj_player) who has movement controls, at least horizontally. Refer to the code in the previous section if you need it.

How to do it...

  1. Open obj_player.

  2. Click on the Step event and open the control movement code block.

  3. Below the movement code, add the following code:

    //make the character run
    if keyboard_check(vk_shift)
    {
        hspeed = (hspeed*2);
    }

That's it!

How it works...

This piece of code is simple as it is short. All it tells GameMaker to do is to check whether the player is holding...

Making your character jump


Imagine that you grew up playing games, such as Pitfall, Super Mario Bros, or Metroid (it's likely the case for many of you). Now imagine playing these games without a jump button. You couldn't, could you? Of course not; these games feature jumping over obstacles and between platforms as a major gameplay element. Now, imagine you want to make your own platforming game. How would you make your character jump? Let's find out!

Getting ready

You'll need a character with movement controls, not unlike the ones you may have by following the preceding recipes. A jump animation is a good thing to have as well. It's not absolutely necessary, but I wrote the following code to incorporate one. You'll also need ground objects and any platforms you wish to have. You need to create one object with no sprite and call it obj_ground_parent. From there, you can create your platforms and ground objects with appropriate sprites, but make sure they all have obj_ground_parent listed as...

Using a point-and-click interface


If you've ever played a computer game, chances are you've done so using a mouse or similar device at one point or another. So many game genres utilize such a peripheral but few have made as big an impact as Diablo, which was released in 1996. Diablo was not the first action-RPG to use a mouse-based movement, but it was among the first to use 8 direction movement and certainly revitalized a game genre in decline. Even with the release of Diablo 3 in 2012, the biggest change is the 360-degree movement in place of the 8 direction movement based on a grid. Given the continued popularity of this genre, you may be inclined to recreate it in a game of your own, so let's do that now.

Getting ready

To start with, you'll need a room and an animated character set for either a top-down or 3/4 isometric view with separate sprites for each direction. This is easily achieved if you create a 3D model for your character and simply render out the various poses and animation...

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Key benefits

  • 1.Design and develop game elements that can be used alone or stacked to enhance your gaming experience
  • 2.Explore extensions that can unlock GameMaker: Studio’s true potential to create complex games
  • 3.A recipe-based, easy-to-follow guide to take your GameMaker skills to the next level

Description

GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.

Who is this book for?

This book is intended for GameMaker: Studio enthusiasts who are looking to add more substance and improve their content. If know your way around the program and have some basic GML skills but want to take them further, then this book is for you.

What you will learn

  • Set up player control schemes of various types, such as touch controls and a gamepad
  • Create your own physics sandbox
  • Get accustomed to advanced player movement
  • Implement music and 3D sound in your games
  • Utilize GameMaker's GUI layers to create exciting games
  • Generate adjustable game settings and save systems
  • Add depth to your game with lighting and special effects

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Dec 23, 2015
Length: 212 pages
Edition : 1st
Language : English
ISBN-13 : 9781784397135
Vendor :
Yoyo Games
Languages :
Tools :

What do you get with eBook?

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Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
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Product Details

Publication date : Dec 23, 2015
Length: 212 pages
Edition : 1st
Language : English
ISBN-13 : 9781784397135
Vendor :
Yoyo Games
Languages :
Tools :

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Table of Contents

11 Chapters
1. Game Plan – Creating Basic Gameplay Chevron down icon Chevron up icon
2. It's Under Control – Exploring Various Control Schemes Chevron down icon Chevron up icon
3. Let's Move It – Advanced Movement and Layout Chevron down icon Chevron up icon
4. Let's Get Physical – Using GameMaker's Physics System Chevron down icon Chevron up icon
5. Now Hear This! – Music and Sound Effects Chevron down icon Chevron up icon
6. It's All GUI! - Creating Graphical User Interface and Menus Chevron down icon Chevron up icon
7. Saving the Day – Saving Game Data Chevron down icon Chevron up icon
8. Light 'em up! – Enhancing Your Game with Lighting Techniques Chevron down icon Chevron up icon
9. Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles Chevron down icon Chevron up icon
10. Hello, World – Creating New Dimensions of Play Through Networking Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Buyer 1982 Jan 14, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Nice size book easy to handle, application use and programmes are well explained and could be easily adapted if you have GameMaker 8 , 1.4 or the new 2 version.
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