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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

Chapter 8. Introducing the GameMaker: Studio Physics Engine

In this chapter, we will introduce the built-in GameMaker physics engine, based on the open source Box2D and LiquidFun physics engines. The engine has a lot of features that you might find beneficial, one of which being that you can create physics-based games. However, you are not restricted to using the engine for a sandbox style physics game. It has powerful and simple-to-use collision checking that can even be used for all the games we've made so far. You could refactor all of those games just by implementing physics! In this chapter, we'll program two small engines based on the physics engine in order to give you a small introduction into setting up the physics engine in your games.

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