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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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Chapter 3. Introducing the GameMaker Language

This chapter will introduce you to the GameMaker Language, which is the way that developers who use GameMaker: Studio explore its full possibilities and can directly program their games in a more authentic programming environment. We will focus on GameMaker Language (GML) for the remainder of this book. The previous chapter taught drag and drop programming to provide some familiarity with the GameMaker: Studio environment and provide a base game to model for this chapter. The first chapter taught many different basic aspects of programming in GameMaker, such as input, collision, variables, and more. Few people interested in making advanced games continue to work exclusively in the drag and drop environment, as there are a lot of reasons that the GML is far superior. If you have any experience with the Java or C++ programming languages, it might help, as those taught object-oriented principles, but is definitely not necessary:

  • When drag...
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