Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Apr 2013
Publisher Packt
ISBN-13 9781849694100
Length 364 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jason Lee Elliott Jason Lee Elliott
Author Profile Icon Jason Lee Elliott
Jason Lee Elliott
Arrow right icon
View More author details
Toc

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

Summary


Excellent work! In this chapter we really rounded out the game experience by adding an entire front end, including a Shop and unlockable levels. We learned to use Grids, Maps, and List data structures to hold a variety of information. We rebuilt the HUD so that we could display more buttons, display only the available equipment, and built a basic countdown timer. We created a Score Screen to show the player how they fared in the level. We also created an introductory screen at the front of each level that utilized a simple typewriter effect that showed us how to manipulate strings. Finally, we added a save system that taught us about using local storage and allows us to have multiple player saves!

Overall we took the game from being a playable prototype to a fully fleshed out game with a beginning and end and plenty of risk and reward. In the next chapter we are going to continue to polish this game by taking a look at particle effects and adding them to the Pillar and Debris destruction...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image