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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 FREE CHAPTER 2. It's Under Control – Exploring Various Control Schemes 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

Moving a character on a grid

As you may have guessed so far, a lot of games use grids for various purposes. We've seen moving objects around a grid with the mouse, but what you may not realize is that many games that use keys or a controller for movements also utilize grids. Classic role playing and action games, such as the original Legend of Zelda or Pokemon, keep the player on a grid in order to force players into specific positions or to facilitate the environment layout. Let's take a look at how to use a grid to move a player smoothly.

Getting ready

To begin, you'll need four sprites and an object called obj_player. Each sprite will represent a direction of travel: right, left, up, and down. If your character is symmetrical, you can simply flip one sprite horizontally. Make sure that you use a descriptive naming convention for your sprites; I chose spr_player_move_right, and so on. Assign one of these sprites to the object itself to begin with and you're ready to...

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