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by Michael Rohde
GameMaker: Studio For Dummies
Introduction
Introduction
About This Book
Foolish Assumptions
Icons Used in This Book
Beyond This Book
Where to Go from Here
Part I: Getting Started with GameMaker: Studio
Chapter 1: Introducing GameMaker: Studio
Dragging and Dropping Your Way to Making a Game
Understanding the GameMaker Language
Publishing Games to Different Platforms
Highlighting the Key Features of GameMaker: Studio
Creating a Game, Step by Step
Chapter 2: Discovering GameMaker: Studio Features and Tools
Navigating the GameMaker Interface
Pump Up the Volume: Adding Sounds to Your Game
Making Things Sparkle with Sprites
Loading and creating Sprites
Editing Sprites
Configuring Sprites
Populating Your Game with Objects
Placing Objects in the Game Room
Creating a Room
Putting your Objects in the Room
Part II: Basic Tools and Techniques
Chapter 3: Creating Events
How to Add an Event to an Object
The Create Event
The Destroy Event
The Alarm Event
The Step Event
The Collision Event
The Mouse Event
The Other Event
The Draw Event
The Key Events
The Asynchronous Event
Chapter 4: Adding Actions to Events
How to Assign an Action to an Object
Move Actions
Move Directional Actions
Jump Actions
Path Actions
Step Actions
Main1 Actions
Objects Actions
Sprite Actions
Sound Actions
Room Actions
Main2 Actions
Timing Actions
Info Actions
Game Actions
Resources Actions
Control Actions
Questions Actions
Other Actions
Code Actions
Variables Actions
Score Actions
Score Actions
Lives Actions
Health Actions
Extra Actions
Draw Actions
Drawing Actions
Settings Actions
Other Actions
Chapter 5: Working with Views
Using Speed and Movement with Views
Creating a Room with a View
Using a Controller Object to Move the View
Reaching the End of the Room
Positioning the Score Display in a Room with a View
Setting Object Boundaries for Rooms with Views
Destroying Instances When They Leave a Room
Shooting Guided Bullets in a Room with Views
Creating Enemy Planes in a Room with Views
Creating Patterns of Enemy Planes in a Room with Views
Transitioning to the Next Room
Chapter 6: Working with Time Lines
Creating a Time Line
Creating a Time Line Object
Creating the Time Line Room
Transitioning to the Next Room with Time Lines
Adding a Boss Battle to a Time Line
Creating the boss Sprite
Creating the boss Object
Adding the Boss to the Time Line
Part III: Creating Special Effects
Chapter 7: Using Actions to Create Special Effects with Particles
Coding a Button to Trigger the Particles
Using the Create Effect Action
Using the Particle Actions and Emitters
Creating puffs of smoke
Creating the Catherine wheel firework
Creating an emitter for the firework
Chapter 8: Coding Special Effects with Particles
Coding the Particle System and the Smoke Trail
Coding the Simple Firework Effect
Coding Emitters
Coding burst emitters
Coding stream emitters
Coding Complex Particle Effects
Chapter 9: Using Surfaces to Create Effects
Understanding the Surface Function
The application Surface
Creating Shadows with Surfaces
Using Decals with Surfaces
Lighting Effects with Surfaces
Creating a flashlight effect
Adding darkness to the Surface
Using Surfaces as a View
Setting up the Room and an Object for Surface Views
Creating the Surface View effect
Chapter 10: Applying Scaling
Configuring the Global Game Settings
Scaling to the Window
Scaling to best fit
Scaling the View
Scaling on mobile devices
Scaling with Draw GUI Events
Maximizing the GUI
Hiding the letterbox
Placing GUI elements to create a heads-up display
HTML5 Scaling
Part IV: Coding Physics, Mobile Controls, and More
Chapter 11: Coding with GameMaker Language
Displaying Sub-Images with Code
Randomly displaying sub-images
Sorting sub-images by index
Adding Code to Objects
Coding keyboard controls
Coding an Object with collisions and Step Events
Coding a Score Display and Lives
Coding to Start and End Games
Introducing the game
Ending the game
Chapter 12: Using Physics
Understanding Fixtures
Defining the physics properties
Creating a fixture
Adding Movement to an Object with Physics
Example code for an Up Keyboard Event to apply local force
Example code for Left and Right Keyboard Events
Adding Physics to Rooms
Physics and Shooting Bullets
Defining bullets to work with Physics
Coding the ship to shoot bullets
Chapter 13: Creating Controls for Mobile Devices
Putting Your Game on a Mobile Device
Using an emulator
Putting your game online
Adding Simple Touch Controls
Understanding virtual keys
Creating virtual keys
Adding Sprites to virtual keys
Adding Swipe Controls
Single-direction swipes
Directional swipes
Pinching and Zooming
Creating Analog Sticks for Mobile Devices
Drawing the sticks onto the GUI script
Making the player move
Shooting with the analog stick
Chapter 14: Saving and Loading
Understanding the File System
Understanding INI Files
Using Real Values to Save Game Options
Making a button for the background music
Making a button for the sound effects
Using String Values to Save Game Options
Mapping the Gameplay Keys
Resetting the Default Keys
Part V: The Part of Tens
Chapter 15: Ten Tips for Game Developers
Developing Cross-Platform Games
Knowing Your Audience
Monetizing Your Games
Choosing Your Game Genre
Making Your Game User-Friendly
Testing Your Game
Considering Limitations for Mobile Devices
Thinking Big
Expanding Your Opportunities
Going Indie
Chapter 16: Ten (Or So) Frequently Asked Questions about GameMaker: Studio
What Types of Games Can I Make with GameMaker: Studio?
Can I Run GameMaker: Studio on a Mac?
How Do I Recover My License Key?
How Do I Include Advertising in My Game?
How Do I Activate In-App Purchases?
What’s Involved with Publishing My Game?
When Is a New Feature Coming Out?
Where Can I Get More Game-Making Tips and Tricks?
About the Author
Cheat Sheet
More Dummies Products
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