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    GameMaker: Studio Course Level 1: A Complete Introduction To GML

    Posted By: AlenMiler
    GameMaker: Studio Course Level 1: A Complete Introduction To GML

    GameMaker: Studio Course Level 1: A Complete Introduction To GML by Mr B G Tyers
    English | October 1, 2015 | ISBN: 1517313007 | 428 pages | AZW3 | 4.31 Mb

    GameMaker: Studio Course Level 1
    This book is designed for learning the basics of GameMaker: Studio’s GML language.

    It’s logically broken down into 25 sections.

    Lesson 1 - Variables
    Lesson 2 - Conditionals
    Lesson 3 - Drawing
    Lesson 4 - Drawing Continued
    Lesson 5 - Keyboard Input and Simple Movement
    Lesson 6 - Objects
    Lesson 7 - Sprites
    Lesson 8 - Health, Lives and Score
    Lesson 9 - Mouse
    Lesson 10 - Alarms
    Lesson 11 - Collisions
    Lesson 12 - Rooms
    Lesson 13 - Backgrounds
    Lesson 14 - Sounds and Music
    Lesson 15 - Splash Screens and Menus
    Lesson 16 - Random Numbers
    Lesson 17 - More Movement (Basic AI)
    Lesson 18 - Ini Files
    Lesson 19 - Text Files
    Lesson 20 - Arrays
    Lesson 21 - DS_lists
    Lesson 22 - Loops
    Lesson 23 - Paths
    Lesson 24 - TimeLines
    Lesson 25 - Scripts

    Each section includes:

    Explanations of relevant code
    Usage and examples in GML
    A worksheet and answer key
    Mini projects to undertake to practice code learnt, as well a GMZ file for each project showing an example answer
    Explanation of how what has been learnt will be applied to the final game project
    In total there’s 100+ mini projects. Each project is designed to promote logical thinking and problem solving.

    • A splash screen

    • Unlockable levels

    • Auto saving of score, cash, lives and level using INI files

    • Shop where player can buy weapon ammo

    • Multiple ship types

    • Bonuses

    • Sound effects and voices

    • Graphical effects using built in effects

    • GUI showing player info

    • Collision events with simulated physics

    • Use of timers to create bonus objects

    • Bonus objects that follow paths

    • Menu control using mouse buttons

    • Game control using keyboard

    • Multiple levels and backgrounds

    • Scripts

    There’s also an end of book exam, great if you’re using the book in an educational setting.

    Suitable for home study or class use.

    At over 350 pages, it covers lots of ground, and is ideally suited for anyone with no or minimal programming experience.