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GameMaker Game Programming with GML by Matthew DeLucas

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Chapter 4. Juicy Feedback – Aural and Visual Effects

In Chapter 3, So How do I Play? – Adding Player Interaction, the player was given the ability to swap puzzle pieces on the board in the hope of creating matches; however, a problem was identified. The player received no feedback and no clear way of knowing what actions they performed or why something did (or didn't) work.

What players were missing was feedback, that is, indicators to let them know they are doing something successfully or unsuccessfully. This feedback can come in a variety of forms: sound effects, particle effects, and even just slight delays and animated movement that let the player know how they are doing. Also, the "juicier" the feedback is, the more polished the game will ...

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