GameMaker Essentials
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About this ebook
- Learn the core aspects of GameMaker: Studio to create stunning games and share them with the world
- Learn how to create games in GameMaker using the GameMaker Language (GML)
- A fast-paced, step-by-step guide that focuses on providing practical skills to develop applications
This book is for users experienced with game development who now want to learn how to develop games in GameMaker: Studio in a fast-paced way.
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GameMaker Essentials - Nathan Auckett
Table of Contents
GameMaker Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. Introducing GameMaker
Understanding GameMaker
GameMaker: Studio
Installing GameMaker: Studio
What is this book about?
Summary
2. Getting Started
Licensing
The welcome window
The main toolbar
The drop-down menus
The resource tree
Summary
3. Resource Management
Resources in GameMaker
Sprites
Sounds
Backgrounds
Paths
Scripts
Shaders
Fonts
Timelines
Objects
Rooms
Extensions
Macros
Resource naming conventions
Organizing resources
Groups
Sprite animations
Importing and exporting resources
Importing graphics and sounds
Importing GameMaker resources
Exporting resources
Exporting scripts
Summary
4. Objects
Events
The step event
Room speed
The draw event
Parents
Making a parent
Parents and collisions
Depth
Depth ordering
Changing an object's depth
Drag and drop
Creating a sprite
Making our object
Creating a room
Summary
5. The GameMaker Language
Variables
Instance variables
Local variables
Global variables
Macros
Arrays
One-dimensional arrays
Two-dimensional arrays
Functions
Statements and loops
Statements
The if statement
The else statement
The else if statement
Loops
The repeat loop
The while loop
The for loop
Scripts
Creating a script
Naming a script
Writing a script
Executing a script
Arguments in scripts
Argument hints in scripts
Returning a value
Summary
6. Sprites
Loading a sprite
Sprite options
Sprite origins
Collision masks
Editing a collision mask
Texture settings
Sprite sizing techniques
The power of two
Templates
Editing a sprite
Starting from scratch
Effects
Sprites in the GameMaker Language
Setting an object's sprite
Getting the width and height of a sprite
Getting the offset of a sprite
Setting the animation speed of a sprite
Setting the frame of a sprite
Setting the alpha of a sprite
Setting the rotation of a sprite
Changing the scale of a sprite
Finding out how many subimages a sprite has
Summary
7. Making a Game
Making the sprites
Room setup
Views
Object creation
Programming the game
Collectables
Enemies
Summary
8. Debugging
Errors
Undeclared variable
Drawing information
Drawing text
Drawing lines and shapes
Simple toggles
The GameMaker debugger
Summary
9. Game Settings and Exporting
Global Game Settings
Analytics and advertising
Advertising
Analytics
Exporting a game
Publishing your game
YoYo Player
Game Jolt
Skill summary
Taking this further
Games made in GameMaker
GameMaker learning sites
The GameMaker Community
YouTube
Summary
Index
GameMaker Essentials
GameMaker Essentials
Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: March 2015
Production reference: 1230315
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78439-612-1
www.packtpub.com
Credits
Author
Nathan Auckett
Reviewers
Mark Alexander
John M. Walker, PE
Commissioning Editor
Nadeem N. Bagban
Acquisition Editor
Harsha Bharwani
Content Development Editor
Samantha Gonsalves
Technical Editor
Bharat Patil
Copy Editors
Relin Hedly
Laxmi Subramanian
Project Coordinator
Sanchita Mandal
Proofreaders
Simran Bhogal
Lauren E. Harkins
Indexer
Hemangini Bari
Production Coordinator
Conidon Miranda
Cover Work
Conidon Miranda
About the Author
Nathan Auckett is an advanced GameMaker user and has been using the software for over 7 years now. He started using GameMaker during its seventh version and has been using the built-in programming language ever since to create his own games. In 2012, he began creating small tutorials on various topics in GameMaker and has since then created over 50 tutorials helping people achieve a variety of different tasks in GameMaker.
About the Reviewers
Mark Alexander is a self-taught programmer and writer. He started using BASIC on an old ZX81 and progressed through the years using other languages and learning the tools of the programming trade until he discovered GameMaker in 2006. At that point, he fell in love with the software and now dedicates his time to making games and writing articles on using the program and on game design in general.
Mark currently documents products for YoYo Games (who makes and sells GameMaker: Studio) and also has his own small software company, Nocturne Games, which specializes in small, family-friendly, and quirky games for all platforms.
Mark was the technical editor of GameMaker: Studio For Dummies, For Dummies as well as Learning GML from the Game Maker book series.
John M. Walker, PE is a licensed professional engineer in industrial engineering and is currently a licensed full-time teacher in computer science and information technology at Gresham High School near Portland, OR. He has been teaching full time for the last 15 years for High School and Regional Professional Higher Ed conferences.
John worked for more than 20 years as an information technology manager for high technology firms dealing with systems administration and networking architecture and engineering. His favorite designation was Director of Technology for the Portland Trail Blazers, while designing and constructing the Moda Center.
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Preface
Welcome to GameMaker Essentials. This book will teach you how to use GameMaker: Studio to create your very own games from start to finish. You will learn the very basics, such as how to use the GameMaker: Studio interface, as well as the more advanced features such as programming, monetizing your game, and finally exporting your game for publishing.
If you have ever wanted to create your own games for operating systems, such as Windows, Android, iOS, Linux, and more, then this book is the perfect place to start.
What this book covers
Chapter 1, Introducing GameMaker, introduces GameMaker: Studio by telling us exactly what it is and the basic idea behind it. The chapter also looks into some of GameMaker's history as well as showing how to install it onto your computer.
Chapter 2, Getting Started, walks you through the GameMaker: Studio interface, teaching you what each button does and introducing you to some of the core aspects of the interface.
Chapter 3, Resource Management, teaches you how to manage resources. In this chapter, you will learn what each resource is and also the best practices in organizing resources.
Chapter 4, Objects, introduces you to one of the core resources in GameMaker, objects. You will learn about the object interface and also how they function.
Chapter 5, The GameMaker Language, teaches you how to program using GameMaker's very own programming language. By the end of this chapter, you will be ready to program your own game.
Chapter 6, Sprites, takes a detailed look at the sprite resource in GameMaker. You will learn how to create sprites, edit sprites, the good sizing techniques, and finally, how to change the way sprites act through programming.
Chapter 7, Making a Game, walks you through the process of making your very own game using GameMaker Language (GML). You will learn more about rooms, objects, programming, and common practices in this chapter.
Chapter 8, Debugging, teaches you about debugging in GameMaker. You will learn how to read an error report, how to draw information to the screen, how to enable simple toggles, and finally, how to use the GameMaker debugger.
Chapter 9, Game Settings and Exporting, covers the settings available for each game in GameMaker. You will also learn how to implement ads, analytics, how to export your game, and also how to publish your final game.
What you need for this book
For this book, you will need:
An active Internet connection
GameMaker: Studio (free version or higher)
Who this book is for
If you are an experienced developer or a beginner who wants to enter the rich world and experience of GameMaker: Studio, then this book is ideal for you.
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file