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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


Of all the game terms that are fun to say, GUI (often pronounced "gooey") is probably the most important. Graphical User Interface (GUI) refers to any on-screen visual cues that allow the user to control the software directly. This is usually associated with images and texts that provide information and points of interaction, such as menus and icons.

GUIs are most commonly associated with software applications, as opposed to video games. While video games are a form of software, many prefer this differentiation. In video games, a more common term for display and menu items would be HUD (also fun to say), which stands for Heads-Up Display. While these two terms mean largely the same thing, HUD is viewed by most as the preferred term. Having said this, GameMaker uses GUI to describe such systems, so we'll stick to this. With these formalities out of the way, let's take a look at how GameMaker handles menus, game screens, and the GUI in general.

GUI basics

In Chapter 1, Game Plan...

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