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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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Brian Christian Brian Christian
Author Profile Icon Brian Christian
Brian Christian
Steven Isaacs Steven Isaacs
Author Profile Icon Steven Isaacs
Steven Isaacs
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Remaking Escape the Dungeon in the GML

So now that you've heard enough about why to use the GML, let's begin learning it. It will be helpful to open the project from the previous chapter, as we will be copying much of it with edits here and there to make the game better. Open another instance of GameMaker: Studio and create a new project, and name it escapeTheDungeonGML. You will need to recreate the resources, but you can retrieve your image and audio assets from the previous game.

Remaking the sprites

Follow these steps for remaking your game's sprites:

  1. When you create your new sprite (let's do the player's sprite for now) name it and then select Load Sprite. Navigate to <original Escape the Dungeon root directory>\sprites\images and you will find all the images of your entire project. It's unfortunately not organized into subfolders, but there shouldn't have been too many sprites in the last project. Select the frontal view we made first in the...
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