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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

Introduction


Game design trends, much like trends in fashion and music, are quite cyclical. There is currently a trend in game art, especially in indie circles, to give games a pixilated, retro feel but with modern game mechanics and effects. Many developers are trying to capture the look and feel of classic 8-bit and 16-bit games while simultaneously keeping the games modern using certain special effects. One of these effects is to give games lighting systems that can produce, in a way, realistic light effects, watered down as necessary to maintain the desired look.

This isn't entirely a new concept; some games from the 16-bit era had some basic lighting effects, though they were presented differently. Consider a couple of very popular games, such as the Super Nintendo Entertainment System: Super Mario World and Legend of Zelda: A Link to the Past. Both of these games used the same hardware and were released one year apart, almost to the day.

Super Mario World contains many levels that take...

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