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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

Setting up a basic HUD with code


Have you ever played a game and stopped to think, "Gee, I wish I knew what my score was!" No? That's probably because your score, health, and other important pieces of information are presented to you on the screen at any given moment. Now, this isn't the case for all games; of course, but it's true for classic and arcade games. Pac-Man and Mario will always tell you how many lives you have left with because it's important to have this information. Let's take a look at how we can display such information by making a simple game.

Getting ready

You'll need a few things before we can really begin. Firstly, you'll need to create a room called rm_game. You'll also need four objects: obj_display, obj_gameControl, obj_base, and obj_enemy. The last two will require sprites. You'll also need to set up a new font. This does not need to be a custom font designed by you. Simply, click on the Create a font button on the toolbar, select the font you wish to use to display...

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