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

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