The Game Maker's Companion: Game Development: The Journey by Jacob Habgood, Nana Nielsen, Kevin Crossley, Martin Rijks

By Jacob Habgood, Nana Nielsen, Kevin Crossley, Martin Rijks

The sport Maker's better half is the long-awaited sequel to the sport Maker's Apprentice: the beginner's advisor to video game improvement which has turn into a staple of the bedrooms and school rooms of hobbyist online game builders all over the global.

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Extra info for The Game Maker's Companion: Game Development: The Journey Continues

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Well, every object also has xprevious and yprevious variables that store the previous position of the instance in the room (in the previous step). By setting x to xprevious and y to yprevious, we can effectively move the instance back in time to the step before the collision happened. You can then find the exact collision point using the Move to Contact action. This action moves the instance in a given direction, one pixel at a time, until it collides with something. All objects also have a direction variable, which indicates an instance’s current movement direction, so we can use this in the Move to Contact action to make sure we get the contact point with a colliding platform.

You may have joined us last time in The Game Maker’s Apprentice: Game Development for Beginners (Apress, 2006), or perhaps you taught yourself the basics of Game Maker under your own steam. Either way, we invite you to dust off your trusty keyboard and loosen up your mouse-arm as you join us in The Game Maker’s Companion. The path ahead is an exciting one and we have a host of new challenges in store to enhance your skills as a game developer. Nonetheless, it would be foolish to undertake such a journey without making suitable preparations first.

We could easily go ahead and create different left and right objects for each state, but this would seem to over-complicate the situation, and the whole point of a state machine is to make things easier. Instead, we will use a variable to keep track of which direction the character is facing, using a value of 1 for facing left and a value of 2 for facing right. This is great for Game Maker, as numbers are fast and easy for computers to process, but not so great for us because it is easy to forget what the values mean.

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