Table of Contents....5
About the Author....15
Acknowledgments....16
Introduction....17
Chapter 1: Overview....19
The Right Tool for the Job....20
What Is GameMaker?....21
About Game Design....22
About Coding....23
How to Use This Book....23
Additional Content....27
Pricing....27
Installing GameMaker....28
Windows....29
Mac....32
Installing from Steam....33
Chapter 2: Hello, World!....35
UI Overview....37
Sprites....41
Objects....43
Events....45
Code....47
Tile Sets....48
Fonts....48
Rooms....49
Hello, GML!....50
Create Event....51
Introducing Variables....52
Left Pressed (Mouse) Event....56
Draw....57
Chapter 3: Card Game (Part 1)....62
The Design....62
A Game Design Document Primer....63
Memory GDD....64
Rules....64
Game Flow....65
Similar Games....65
Game Modes....65
Target Audience....67
Target System....67
Assets....67
spr_cardback....68
spr_rain....68
From GDD to Development....69
Cards....69
Implementation....71
The Card Object....71
If-Then-Else....72
Switch....73
Deck....79
Array....80
Stack....82
Queue....83
List....85
Map....85
Priority Queue....86
Grids....87
Designing Decks....88
Code Loops....90
Repeat....90
While....91
Do-Until....91
For....92
Making Decks....93
Every Day I’m Shuffling....96
How Do Functions Function?....96
GML Functions....98
Shuffle Cards Code....99
Chapter 4: Card Game (Part 2)....104
Finite-State Machines (FSMs)....104
From State Machine to Code....110
A Matter of Time....119
Play to Win!....126
Chapter 5: Fixed Shooter....134
History of the Genre....134
Space Gala (GDD)....136
Story and Setting....137
Gameplay....137
Victory Conditions....137
Controls....137
Menu....138
Pacing....138
Enemies....138
Game Modes....139
Level 1....139
Similar Games and Influences....139
Target Audience....139
From GDD to the Game....140
Assets....140
spr_player....140
spr_bullet_player....144
spr_life....144
spr_enemy_red....145
spr_background....145
fnt_score....146
fnt_messages....146
rm_level_1....146
Making Features, Not Objects....147
Movements....148
Shooting....155
Designing rm_level_1....166
Game States....167
Making HUDs....176
What About Victory?....179
Menu....180
Chapter 6: Shoot ‘Em Up!....189
Fixed vs. Scrolling Shoot ‘Em Up!....190
Space Gala v.2.0 (GDD)....191
Story and Setting....191
Gameplay....191
Victory Conditions....192
Controls....193
Menu....193
Pacing....193
Enemies....194
Game Modes....195
Level 1....195
Level 2....195
Similar Games and Influences....195
Target Audience....196
Assets....196
Sounds....199
Cameras and Viewports....202
Designing Color-Switching....213
Inheritance....217
Color Shooting....222
More Enemies....225
Ain’t Nothing but the Blues....226
Walkers on Paths....228
Unidentified Flying…Instance!....232
Super-Attack....235
How to Design a Good Shmup Level....241
Boss Fighting....242
Conclusion....247
Chapter 7: Designing Bosses....250
Teaching and Experimenting....252
Motivation!....253
How Can We Use This?....255
Chapter 8: Single-Screen Platformer....257
Cherry Caves....260
Story and Setting....260
Gameplay....261
Victory Condition....261
Controls....262
Enemies....262
Assets....263
Sprites....263
spr_player_idle....263
spr_player_walk....263
spr_player_climb....264
spr_block_red....264
spr_block_brown....265
spr_ladder....265
spr_ball_purple....265
spr_ball_green....266
spr_cherry....266
spr_goal....266
Fonts....267
fnt_score....267
Sounds....267
How to Create a Hero....267
Setting the Boundaries....271
Everything That Goes Up Comes Down....276
Get a Jump on Gravity!....279
Climbing the Ladder....280
Controlling the Game Flow....286
HUD....296
How to Die....299
Cherry-Picking....302
Through Cherries, to the Star....303
Level Design: The Art of Creating Worlds....306
Designing Caves....307
Level 2!....308
Chapter 9: Scrolling Platformer....314
Story and Setting....315
Gameplay....315
Victory Condition....316
Items....316
Controls....317
Enemies....318
Attack....318
Miscellaneous....319
Similar Games....320
Assets....320
spr_land....320
spr_skybg....321
spr_platform_falling....322
spr_platform_trampoline....322
spr_platform_moving....322
spr_octopus_green....323
spr_octopus_purple....323
spr_titlescreen....324
spr_coin....324
spr_terrain....325
Fonts....325
fnt_title....325
Sounds....325
The More You Do It …....326
Title Screen....327
Tiles and Level Design....336
Scrolling Camera....346
Fixing and Re-adapting....350
Different Ways to Move....358
Gotta Squash'Em All!....367
Items and Power-Ups....374
Coins....374
Cherries....376
Creating the First Level....379
Chapter 10: Designing Platformers....387
Controls Are Key....387
It’s My Fault!....389
Keep It Simple!....391
Power-Ups, Items, and Gear....393
Interesting Collections....393
World Makers....396
Conclusion....400
Chapter 11: Metroidvania (Part 1)....401
History....402
Isolation (Game Design Document)....403
Story and Setting....404
Gameplay....404
Victory Condition....404
Controls....404
Enemies....406
Attack....406
Skills....406
Maps....407
Inventory....407
Similar Games....408
Assets....408
spr_player_idle....408
spr_player_walk....409
spr_player_jump....409
spr_player_jump_fall/spr_player_dash....409
spr_player_wallslide....410
spr_heart....410
spr_warp....411
spr_marker....411
spr_upgrade....412
spr_cure....412
spr_octopus_green....412
spr_ground_brown....413
spr_checkpoint_inactive....413
spr_checkpoint_active....414
spr_bullet_heavy....414
spr_bullet_light....414
Fonts....415
fnt_text....415
fnt_menu_h1....415
fnt_menu_h2....415
Sounds....415
snd_item....415
snd_jump....415
snd_dash....416
snd_shoot....416
snd_kill....416
snd_hit....416
snd_menu....416
Creating the Platforming Base....416
Gamepad Support!....421
Gravity, No Escaping!....424
Making the Leap....426
Another Kick in the Wall....428
Moving Forward with a Dash....435
The Game Flow....442
Warped!....451
Conclusion....456
Chapter 12: Metroidvania (Part 2)....458
About Maps....459
Map Makers, Grids, and Semaphores....460
Items and Inventory....480
Creating the Combat System....496
Old Enemies....501
Saving Maria....507
file_text_open_read(fname)....509
file_text_open_write(fname)....509
file_text_open_append(fname)....509
file_text_write_string(file_id, my_string)....510
file_text_close(file_id)....510
Conclusion....519
Chapter 13: Extra: Artificial Intelligence....522
Isolation: CR – Artificial Intelligence....526
Change Request Document....526
Description of Change....527
Justification....528
Impact Analysis....529
Raycasting-Based Detection....530
Octopus, Behave!....534
Patrol....536
Chase....538
Conclusion....541
Chapter 14: Designing Fun Games....543
Document Your Design!....543
Respect Your Game....544
Keep Your Players Immersed....545
Autonomy....546
Competence....547
Relatedness....548
Having Fun Means Learning....549
Conclusion....551
Chapter 15: What’s Next?....552
Itch.io....552
GOG....556
Humble Store....558
Steam....559
End Game....561
Create games from start to finish while learning game design and programming principles using the GameMaker. Game Development with GameMaker covers all aspects of game design and development from the initial idea to the final release. You will learn how to make a 2D game from start to finish using GameMaker covering important features and topics related to game development.
The book will cover design and development of a top-down action game from start to finish leveraging on best practices according to the current state of the industry’s standards. It will cover all the building blocks of 2D game development: movements, combat, AI, UI, level design, inventory, power ups, etc. This edition also aims to implement the many changes that has come to GameMaker: new features as well as best practices.
Game enthusiasts interested in game development and design with GameMaker would benefit from the book. No prior programming experience is required.