Cover Copyright Credits About the Author About the Reviewers www.PacktPub.com Table of Contents Preface 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 Index.
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.