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GameMaker Programming By Example

You're reading from   GameMaker Programming By Example Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781785887963
Length 212 pages
Edition 1st Edition
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Authors (2):
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 Christian Christian
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Christian
 Isaacs Isaacs
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Isaacs
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Table of Contents (16) Chapters Close

GameMaker Programming By Example
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
1. Introduction to GameMaker: Studio 2. Your First Game – Escape the Dungeon FREE CHAPTER 3. Introducing the GameMaker Language 4. Fun with Infinity and Gravity – An Endless Platformer 5. Saving and Loading Data 6. A Multiplayer Sidescrolling Platformer 7. Programming a Scrolling Shooter 8. Introducing the GameMaker: Studio Physics Engine 9. Wrapping Up Index

Debugging


You will learn about some of GameMaker's debugging capabilities. Before that, we'd like to show you a lightweight debugger console that you can modify and add to any game project to help with the debugging process. We've used it before, and it has been very helpful. Find it at http://gmc.yoyogames.com/index.php?showtopic=675236.

As for regular debugging, GameMaker: Studio has four features for debugging:

  • Compile-time errors

  • Runtime errors

  • Debugger module

  • Debugging functions

Compile-time errors are probably the easiest to fix, since they directly tell you what the issue is. Runtime errors still tell you the issue, but the runner is unable to know exactly what is causing the issue. Furthermore, a runtime error might not always occur, so you'll have to test your game many different times with many different conditions in order to eliminate all the bugs that you can. As far as the debugger, it's rather similar to any other debugger for a compiled program; it just has some GameMaker specific...

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