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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

Even though they work mostly in the background, save systems play a huge role in games. Be it saving your game progress, tracking your object positions, or even keeping your high score, saving data is crucial to game development. It may not be exciting or glamorous but it's the truth. Would you keep playing a game in which you collect weapons, experience points, and artifacts, only to have them disappear when you go to the next stage? No, you'd likely shut it off and go back to playing something else. Keeping track of information can allow your players to save their progress and come back to it some other time, or even compete with other players for arcade supremacy (this means having the highest score). Let's see what it takes to build these systems and implement them in your game.

Background data

Okay, let's start with the boring, behind-the-scenes stuff. Here, we'll take a look at how to save and recall bits of information as they pertain to game...

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