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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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Toc

Summary

That was one hefty chapter. You learned a lot about GameMaker for just one chapter. Just to review, you learned about movement, collision, timing, sounds, backgrounds, variables, and much more. Did you understand everything? If you were confused about anything, go back and review the content. You can also re-read what you put in your game project or search in the documentation for subjects related to your question. The Using GameMaker section of the documentation is helpful for drag and drop programming, which we have used in this chapter. Make sure that you understand everything we did too, at least to a good extent, as we will continue to use the aspects of this chapter and build upon them. This does provide practice, but it is also important to at least understand the basics so you can further advance your knowledge of them. Once you think you've got everything down, tackle these review questions, then the drills.

Review questions

  1. What is the difference between the Keyboard...
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