Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
Arrow right icon
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

Simulating rainfall


One thing I enjoy is when a game developer adds some small touches to increase the player's immersion in the game's world. How can you go about doing this? Why not add some real-world elements to start with? Let's try making it rain. By this, I mean simulating drops of water falling from the sky, not tossing dollar bills in slow motion; though this would also be cool.

Getting ready

The following recipe is incredibly easy and illustrates another way in which you can use GameMaker's built-in simple particle effects. We're going to continue from the scene that we created in the previous recipe, and we only need to add one thing: a rainmaker object called obj_rain. Seems simple enough, right? Let's take a look at how it can work.

How to do it...

  1. In obj_rain, add a Step event.

  2. Drag a code block to the Actions box and add the following code:

    effect_create_above(ef_rain, 0, 0, 0, c_white);
  3. Place an instance of obj_rain anywhere in the room.

That's it! Once these steps have been completed...

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 €18.99/month. Cancel anytime