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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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Summary

So you've finished your text-coded remake of Escape the Dungeon. Pat yourself on the back, as like the other chapters, this was a hefty one. Go back and review the chapter so that you properly understand everything. Once you think you've got it down, tackle these review questions, followed by the drills.

You have now successfully finished your first chapter that makes use of the GML. Did you see how great it is and how much you can do with it? Just take a look at the documentation, you'll see that GML opens your possibilities wide open. You can really do a lot with it. In the next chapter, you will learn how to create an endless platformer with infinite spawning.

Review questions

  1. Explain what each type of event that we will use is, and what they can be used for.
  2. How do you declare a local variable (what keyword do we use)?
  3. What are some of the advantages of direct coding over drag and drop?
  4. What is a room's creation code and how do you modify it?
  5. What is the problem...
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