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GameMaker Game Programming with GML by Matthew DeLucas

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Chapter 10. GOAL – Timelines and Feedback Review

In the previous chapter, enemies and pickups were created for the player to interact with in the platformer game. Now, many features exhibited by other games of this genre have been implemented; however, there is still no final goal for the player in the current room.

Over the course of this final chapter, a goal will be created so that the player has something to ultimately strive for in each room. Feedback and juiciness—similar to that introduced in Chapter 4, Juicy Feedback – Aural and Visual Effects—will also be added to the game through the use of the following:

  • Particle effects
  • Sound effects
  • Timelines

GOAL!

In platformers, there can be many types of goals: collecting a certain number of objects, ...

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