Game Development Reference
In-Depth Information
Objects
The second most important resource in any GameMaker game, with the first most import-
ant being a room, is an object. Simply speaking, without objects, you don't have a game in
GameMaker.
An object works by use of predefined events that are built into GameMaker. Within events
are user-defined actions that control what the object does. Through the use of actions, a
user can make an object move, jump, fall, and more.
An object allows users to easily create individual pieces for their game. This can be any-
thing from the main character that is controlled by the player, to an enemy that chases the
player if they get too close.
Objects hold all the code and allow us to easily organize and visualize what is going to hap-
pen when the game runs. This makes programming in GameMaker much easier than in
some other engines.
Objects are abstract entities that act as a blueprint from which instances are created. This
means you can have one object, but multiple instances of that object in your room, for ex-
ample, a coin or an enemy.
The following screenshot is an example of an object in GameMaker:
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