Getting Started With GameMaker PDF
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This document provides an introduction to GameMaker, a game development software. It covers various aspects, including goals, features, and software recommendations.
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Getting Started With GameMaker Learn how to code and program games, test in real time, and manage instant feedback Introduction 1998- first version was released Goals: – Everybody have fun creating games Age range 8-88 For non-p...
Getting Started With GameMaker Learn how to code and program games, test in real time, and manage instant feedback Introduction 1998- first version was released Goals: – Everybody have fun creating games Age range 8-88 For non-programmers and programmers – Let people be creative No limitations for game types Users feels she created the game – PRO: Have fun – EDUCATION: Teach (unconsciously ) basic concepts in computer science Create interest in computer science Global Idea Rapid Application Development Environment – Create and include sprites, sounds, music – Define game objects and their behavior – Level design – Create single exe Focus on ease of use – More features not necessarily make the product easier Primarily 2-dimensional but support for 3D graphics No programming required but built-in language Extendible – Actions, functions, DLLs, many extension packages available Genres All genres of games – Maze, platform, puzzle – 3D games – Multiplayer games Structure GML Visual vs. GML Code GameMaker uses its own coding language known as GameMaker Language, or GML for short. GameMaker Language comes in two different forms: GML Code, and GML Visual. GML Code allows you to write your own code and take full control of your creation. GML Visual allows you to create your own game from pre-coded building blocks. These software recommendations are all GameMaker- approved third-party tools that can be used to help teach specific elements of game design. Terminologies