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GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (12) Chapters Close

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

Alternating gravity

Gravity can be a harsh mistress; if you've ever fallen from a height, you know what I mean. I often think it would be great if we could somehow lessen gravity's hold on us, but then I wonder what it would be like if we could just reverse it all together! Imagine flipping a switch and then walking on the ceiling! I, for one, think that it would be great. However, since we don't have the technology to do it in real life, I'll have to settle for doing it in video games.

Getting ready

For this recipe, let's simplify things and use the physics environment that we created in the previous recipe.

How to do it

  1. In obj_control, open the code block in the Create event.
  2. Add the following code:
    physics_world_gravity(0, -10);

That's it! Test the environment and see what happens when you create your physics objects.

How it works

GameMaker's physics world gravity is vector-based. This means that you simply need to change the values of x and y in order to change...

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