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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

Adding a Run button

One of my first "Aha!" moments in gaming as a kid was finding out that in Super Mario Bros, you could hold down the B button to make Mario run, allowing you to jump farther than a normal jump. Regardless of how you remember it, there was something exciting about moving that quickly, as though you were flying through this world by the seat of your pants. One false move and you were done for! Why not recreate that excitement by adding a run button of your own?

Getting ready

You'll need a character (obj_player) who has movement controls, at least horizontally. Refer to the code in the previous section if you need it.

How to do it...

  1. Open obj_player.
  2. Click on the Step event and open the control movement code block.
  3. Below the movement code, add the following code:
    //make the character run
    if keyboard_check(vk_shift)
    {
        hspeed = (hspeed*2);
    }

That's it!

How it works...

This piece of code is simple as it is short. All it tells GameMaker to do is to check whether...

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