Summary

Congratulations, you have just built an epic boss battle! We started this chapter by delving into systems design and creating some very useful scripts. We built an animation system that most objects in the game utilized. We learned how to forecast for collision and apply our own custom gravity on the player. We even created platforms that the player could jump through and land on. We were introduced to constants, which has the benefit of making the code easier to read for us and more efficient to the computer. We then went on to build a three-phase boss fight utilizing all our previous knowledge along with our new systems.

In the next chapter we are going to move onto creating a physics-based game utilizing GameMaker: Studio's Box2D implementation. ...

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