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Book Description

Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

About This Book

  • Design and develop game elements that can be used alone or stacked to enhance your gaming experience
  • Explore extensions that can unlock GameMaker: Studio’s true potential to create complex games
  • A recipe-based, easy-to-follow guide to take your GameMaker skills to the next level

Who This Book Is For

This book is intended for GameMaker: Studio enthusiasts who are looking to add more substance and improve their content. If know your way around the program and have some basic GML skills but want to take them further, then this book is for you.

What You Will Learn

  • Set up player control schemes of various types, such as touch controls and a gamepad
  • Create your own physics sandbox
  • Get accustomed to advanced player movement
  • Implement music and 3D sound in your games
  • Utilize GameMaker’s GUI layers to create exciting games
  • Generate adjustable game settings and save systems
  • Add depth to your game with lighting and special effects

In Detail

GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms.

This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights.

It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX.

By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.

Style and approach

A problem-solving guide that teaches you the construction of game elements and mechanics to be integrated in games for rapid prototyping. Each overall topic includes several individual recipes taught through step-by-step instructions, and in-depth follow-up with examples.

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.

Table of Contents

  1. GameMaker Cookbook
    1. Table of Contents
    2. GameMaker Cookbook
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers, and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Sections
        1. Getting ready
        2. How to do it…
        3. How it works…
        4. There's more…
        5. See also
      5. Conventions
      6. Reader feedback
      7. Customer support
        1. Downloading the example code
        2. Downloading the color images of this book
        3. Errata
        4. Piracy
        5. Questions
    8. 1. Game Plan – Creating Basic Gameplay
      1. Introduction
      2. Animating a sprite
        1. Getting ready
        2. How to do it…
        3. How it works...
        4. There's more...
        5. See also
      3. Moving your player
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      4. Adding projectiles
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      5. Creating hazards
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Programming basic enemies
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      7. Setting up player health and lives
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      8. Creating scoring mechanism
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      9. Creating win/lose scenarios
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
    9. 2. It's Under Control – Exploring Various Control Schemes
      1. Introduction
        1. Keyboard controls
        2. Mouse controls
        3. Gamepad controls
        4. Touch controls
        5. Tilt controls
      2. Creating 2D movement
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      3. Adding a Run button
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Making your character jump
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      5. Using a point-and-click interface
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      6. Following the cursor
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      7. Setting up a controller
        1. Getting ready
        2. How to do it...
        3. How it works...
      8. Utilizing analogue joystick acceleration
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
        5. See also
      9. Adding tap control
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      10. Using swipes
        1. Getting ready
        2. How to do it…
        3. How it works…
        4. There's more…
      11. Moving characters or objects by tilting a device
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    10. 3. Let's Move It – Advanced Movement and Layout
      1. Introduction
        1. Drag and drop items/characters
        2. Grid-based movements
        3. Paths
        4. Multiple inputs
      2. Dragging onscreen objects
        1. Getting ready
        2. How to do it
        3. How it works
      3. Dragging objects on a grid
        1. Getting ready
        2. How to do it
        3. How it works
      4. Moving a character on a grid
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more…
      5. Setting a path
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      6. Creating enemy pathfinding
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more…
        5. See also
      7. Controlling a character with a mouse and keyboard
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
        5. See also
    11. 4. Let's Get Physical – Using GameMaker's Physics System
      1. Introduction
        1. Physics engine 101
        2. Gravity and force
        3. Physics in the environment
        4. Advanced physics-based objects
      2. Creating objects that use physics
        1. Getting ready
        2. How to do it
        3. How it works
      3. Alternating gravity
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      4. Applying force via magnets
        1. Getting ready
        2. How to do it
        3. How it works
      5. Creating a moving platform
        1. Getting ready
        2. How to do it
        3. How it works
      6. Making a rope
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
    12. 5. Now Hear This! – Music and Sound Effects
      1. Introduction
        1. Audio basics
        2. Sound effects
        3. 3D audio
      2. Importing and playing background music
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      3. Implementing situational sound effects
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      4. Adding sound emitters and listeners
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      5. Adjusting the listener orientation
        1. Getting ready
        2. How to do it
        3. How it works
      6. Replicating the Doppler effect with emitters
        1. Getting ready
        2. How to do it
        3. How it works
    13. 6. It's All GUI! - Creating Graphical User Interface and Menus
      1. Introduction
        1. GUI basics
        2. Game screens and menus
      2. Setting up a basic HUD with code
        1. Getting ready
        2. How to do it
        3. How it works
      3. Making your HUD scalable
        1. Getting ready
        2. How to do it
        3. How it works
      4. Using the GUI layer in full screen mode with views
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      5. Adding a title screen
        1. Getting ready
        2. How to do it
        3. How it works
      6. Creating splash pages
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      7. Adding a game over screen
        1. Getting ready
        2. How to do it
        3. How it works
    14. 7. Saving the Day – Saving Game Data
      1. Introduction
        1. Background data
        2. Save systems
      2. Creating game settings
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      3. Making a pause screen
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      4. Saving player selection and score
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      5. Encrypting and decrypting save data
        1. Getting ready
        2. How to do it
        3. How it works
    15. 8. Light 'em up! – Enhancing Your Game with Lighting Techniques
      1. Introduction
        1. Basic lighting
        2. Light transitions
        3. Light effects
      2. Creating a room with a light switch
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      3. Lighting objects with a spot light
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      4. Changing day to night
        1. Getting ready
        2. How to do it
        3. How it works
        4. There's more
      5. Creating a flashlight
        1. Getting ready
        2. How to do it
        3. How it works
      6. Making a flickering torch
        1. Getting ready
        2. How to do it
        3. How it works
    16. 9. Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles
      1. Introduction
        1. Particles
        2. Game feedback
      2. Using particles to simulate kicking up dust
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      3. Simulating rainfall
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      4. Creating an explosion
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
      5. Adding screen-shake
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Using slow motion
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    17. 10. Hello, World – Creating New Dimensions of Play Through Networking
      1. Introduction
      2. Basic networking
      3. Online play
      4. Connecting a client to a server
        1. Getting ready
        2. How to do it...
        3. How it works...
      5. Setting up asynchronous play for a turn-based game
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
    18. Index
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