Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
GameMaker Cookbook

You're reading from   GameMaker Cookbook Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system

Arrow left icon
Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
 Gardiner Gardiner
Author Profile Icon Gardiner
Gardiner
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

GameMaker Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Game Plan – Creating Basic Gameplay FREE CHAPTER 2. It's Under Control – Exploring Various Control Schemes 3. Let's Move It – Advanced Movement and Layout 4. Let's Get Physical – Using GameMaker's Physics System 5. Now Hear This! – Music and Sound Effects 6. It's All GUI! - Creating Graphical User Interface and Menus 7. Saving the Day – Saving Game Data 8. Light 'em up! – Enhancing Your Game with Lighting Techniques 9. Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles 10. Hello, World – Creating New Dimensions of Play Through Networking Index

Making a rope


Is there anything more useful than a rope? I mean besides your computer, your phone or even this book. Probably a lot of things, but that doesn't make a rope any less useful. Ropes and chains are also useful in games. Some games, such as Cut the Rope, have based their entire gameplay structure around them. Let's see how we can create ropes and chains in GameMaker.

Getting ready

For this recipe, you can either continue using the physics environment that we've been working with, or you can simply start from scratch. If you've gone through the rest of this chapter, you should be fairly comfortable with setting up physics objects. I completed this recipe with a fresh .gmx file.

Before we begin, go ahead and set up obj_dynamicParent and obj_staticParent with collision events for one another. Next, you'll need to create the obj_ropeHome, obj_rope, obj_block, and obj_ropeControl objects. The sprite for obj_rope can simply be a 4 px wide by 16 px high box, while obj_ropeHome and obj_block...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at £13.99/month. Cancel anytime
Visually different images