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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

Summary

Great job on making it this far! You can applaud yourself again if you want. Make sure you review this chapter, especially the part on textboxes and string manipulation, as that can get a little bit confusing. Once you think you're ready, tackle the Review questions, followed by the Quick drills.

Review questions

  1. What's the advantage of the way we "randomly" spawned our platforms and enemies?
  2. What does changing the origin of a sprite do for positioning any associated objects?
  3. What's a switch statement and how is it structured?
  4. What are 2D arrays and how do you set them up?
  5. How do you create global arrays and variables?

Quick drills

  1. Edit the current initial array to include enemies (this is why we had the then-verbose subindex of the platform), and then create another initial array that follows the format of the first. Also put in a script that chooses between the two arrays and then implements the chosen one.
  2. Make different messages appear based on different actions...
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