GameMaker Cookbook

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

GameMaker Cookbook

This ebook is included in a Mapt subscription
Brandon Gardiner

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

ISBN 139781784399849
Paperback212 pages

Book Description

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.

Table of Contents

Chapter 1: Game Plan – Creating Basic Gameplay
Introduction
Animating a sprite
Moving your player
Adding projectiles
Creating hazards
Programming basic enemies
Setting up player health and lives
Creating scoring mechanism
Creating win/lose scenarios
Chapter 2: It's Under Control – Exploring Various Control Schemes
Introduction
Creating 2D movement
Adding a Run button
Making your character jump
Using a point-and-click interface
Following the cursor
Setting up a controller
Utilizing analogue joystick acceleration
Adding tap control
Using swipes
Moving characters or objects by tilting a device
Chapter 3: Let's Move It – Advanced Movement and Layout
Introduction
Dragging onscreen objects
Dragging objects on a grid
Moving a character on a grid
Setting a path
Creating enemy pathfinding
Controlling a character with a mouse and keyboard
Chapter 4: Let's Get Physical – Using GameMaker's Physics System
Introduction
Creating objects that use physics
Alternating gravity
Applying force via magnets
Creating a moving platform
Making a rope
Chapter 5: Now Hear This! – Music and Sound Effects
Introduction
Importing and playing background music
Implementing situational sound effects
Adding sound emitters and listeners
Adjusting the listener orientation
Replicating the Doppler effect with emitters
Chapter 6: It's All GUI! - Creating Graphical User Interface and Menus
Introduction
Setting up a basic HUD with code
Making your HUD scalable
Using the GUI layer in full screen mode with views
Adding a title screen
Creating splash pages
Adding a game over screen
Chapter 7: Saving the Day – Saving Game Data
Introduction
Creating game settings
Making a pause screen
Saving player selection and score
Encrypting and decrypting save data
Chapter 8: Light 'em up! – Enhancing Your Game with Lighting Techniques
Introduction
Creating a room with a light switch
Lighting objects with a spot light
Changing day to night
Creating a flashlight
Making a flickering torch
Chapter 9: Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles
Introduction
Using particles to simulate kicking up dust
Simulating rainfall
Creating an explosion
Adding screen-shake
Using slow motion
Chapter 10: Hello, World – Creating New Dimensions of Play Through Networking
Introduction
Basic networking
Online play
Connecting a client to a server
Setting up asynchronous play for a turn-based game

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

Authors

Table of Contents

Chapter 1: Game Plan – Creating Basic Gameplay
Introduction
Animating a sprite
Moving your player
Adding projectiles
Creating hazards
Programming basic enemies
Setting up player health and lives
Creating scoring mechanism
Creating win/lose scenarios
Chapter 2: It's Under Control – Exploring Various Control Schemes
Introduction
Creating 2D movement
Adding a Run button
Making your character jump
Using a point-and-click interface
Following the cursor
Setting up a controller
Utilizing analogue joystick acceleration
Adding tap control
Using swipes
Moving characters or objects by tilting a device
Chapter 3: Let's Move It – Advanced Movement and Layout
Introduction
Dragging onscreen objects
Dragging objects on a grid
Moving a character on a grid
Setting a path
Creating enemy pathfinding
Controlling a character with a mouse and keyboard
Chapter 4: Let's Get Physical – Using GameMaker's Physics System
Introduction
Creating objects that use physics
Alternating gravity
Applying force via magnets
Creating a moving platform
Making a rope
Chapter 5: Now Hear This! – Music and Sound Effects
Introduction
Importing and playing background music
Implementing situational sound effects
Adding sound emitters and listeners
Adjusting the listener orientation
Replicating the Doppler effect with emitters
Chapter 6: It's All GUI! - Creating Graphical User Interface and Menus
Introduction
Setting up a basic HUD with code
Making your HUD scalable
Using the GUI layer in full screen mode with views
Adding a title screen
Creating splash pages
Adding a game over screen
Chapter 7: Saving the Day – Saving Game Data
Introduction
Creating game settings
Making a pause screen
Saving player selection and score
Encrypting and decrypting save data
Chapter 8: Light 'em up! – Enhancing Your Game with Lighting Techniques
Introduction
Creating a room with a light switch
Lighting objects with a spot light
Changing day to night
Creating a flashlight
Making a flickering torch
Chapter 9: Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles
Introduction
Using particles to simulate kicking up dust
Simulating rainfall
Creating an explosion
Adding screen-shake
Using slow motion
Chapter 10: Hello, World – Creating New Dimensions of Play Through Networking
Introduction
Basic networking
Online play
Connecting a client to a server
Setting up asynchronous play for a turn-based game

Book Details

ISBN 139781784399849
Paperback212 pages
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