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HTML5 Game Development with GameMaker

You're reading from   HTML5 Game Development with GameMaker Experience a captivating journey that will take you from creating a full-on shoot 'em up to your first social web browser game

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Product type Paperback
Published in Apr 2013
Publisher Packt
ISBN-13 9781849694100
Length 364 pages
Edition 1st Edition
Languages
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Author (1):
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Jason Lee Elliott Jason Lee Elliott
Author Profile Icon Jason Lee Elliott
Jason Lee Elliott
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Table of Contents (16) Chapters Close

HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting to Know the Studio with Your First Game 2. Triple 'A' Games: Art and Audio FREE CHAPTER 3. Shoot 'em Up: Creating a Side-scrolling Shooter 4. The Adventure Begins 5. Platform Fun 6. Toppling Towers 7. Dynamic Front Ends 8. Playing with Particles 9. Get Your Game Out There Index

Coding conventions


In order to write effective code, regardless of programming language, it is important to follow the recommended coding conventions. This will help ensure that other people can read and understand what the code is attempting to do and debug it. There is no universal standard for programming practices, though many languages follow similar guidelines. The GameMaker Language (GML) does not have an official recommended set of conventions, partially due to the fact that it was developed to be a learning tool and is very forgiving as a result.

For this book, we will define our own conventions based on common practices and ease of learning.

  • All assets, except Rooms, will start with a simple type signifier and an underscore. For example:

    • Sprites: spr_

    • Objects: obj_

    • Scripts: scr_

  • Even though it is possible to use the Execute Code DnD to write code directly on an event, all code will be placed into Scripts and the naming convention will indicate the Object it is attached to and the Event...

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