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GameMaker Cookbook

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

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Product type Paperback
Published in Dec 2015
Publisher
ISBN-13 9781784399849
Length 212 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (12) Chapters Close

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

Introduction


In this book, so far, we've seen quite a bit of what you can do to make a game using GameMaker. Each of the recipes in the previous chapters can be followed to create an element of a game, be it the control scheme, sound system, or interface element. If you put these elements together, you will get a game.

Well, technically, it's a game, but the question you should be asking is "Is it fun?" There's a major component of game design that isn't always obvious and that many (including myself ) have taken to calling "game feel."

Game feel refers mostly to (often) minor elements of a game that contribute to the fun of playing. This could be anything to do with controlling the game (response time), any type of feedback (visual or audio cues related to game progression), or any number of other aspects related to engaging the player. Game feel, to me, is any element that adds excitement to the game; it's what draws you in and keeps you there, immersed in the gameplay. If you've ever played...

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