Habgood / Nielsen / Crossley | The Game Maker's Companion | E-Book | www.sack.de
E-Book

E-Book, Englisch, 440 Seiten

Habgood / Nielsen / Crossley The Game Maker's Companion


1. ed
ISBN: 978-1-4302-2827-1
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 440 Seiten

ISBN: 978-1-4302-2827-1
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark



The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.

Jacob Habgood worked in the U.K. games industry for seven years, writing console games for Gremlin Interactive and Infogrames/Atari. During this time, he contributed to a wide range of titles and lead the programming teams on MicroMachines (PS2, X-Box and Game Cube) and Hogs of War (PlayStation). Jacob is now a doctoral student at the University of Nottingham, researching the educational potential of computer games. As part of this research, Jacob runs clubs and workshops teaching children and teenagers how to make their own computer games, providing free activities and resources through his website: www.gamelearning.net.

Habgood / Nielsen / Crossley The Game Maker's Companion jetzt bestellen!

Weitere Infos & Material


1;Contents at a Glance;5
2;Table of contents ;6
3;Foreword;14
4;About the Authors;16
4.1;Jacob Habgood;16
4.2;Nana Nielsen;17
4.3;Martin Rijks;17
5;About the Artists;18
5.1;Kevin Crossley;18
5.2;Griffin Warner;18
6;About the Technical Reviewer;20
6.1;Sean Davies;20
7;Acknowledgments;21
8;Introduction;22
9;PART 1 Fishpod;25
9.1;CHAPTER 1 Greetings, Game Maker;26
9.1.1;Resources;26
9.1.2;Instances and Objects;28
9.1.3;Variables;28
9.1.3.1;Local Instance Variables;29
9.1.3.2;Variables in Other Instances;30
9.1.3.3;Global Variables;31
9.1.4;Coordinates and Angles;31
9.1.5;Transparency;33
9.1.6;Congratulations;34
9.2;CHAPTER 2 Platform Beginnings:An Idea with Legs;36
9.2.1;A Fish Called Pod;36
9.2.2;Sprites;38
9.2.2.1;Creating and Loading a New Sprite;38
9.2.3;Collision Masks;39
9.2.3.1;Editing the Sprite Collision Masks;41
9.2.4;Platform Objects;43
9.2.4.1;Creating the Parent Platform Object;43
9.2.4.2;Creating the Rock Platform Objects;43
9.2.4.3;Adding a Create Event for the Rock Middle Object;44
9.2.5;Platform Waiting Room;45
9.2.5.1;Creating a New Room with Platforms;45
9.2.6;State Machines;46
9.2.6.1;Adding Constants for Facing Left and Facing Right;48
9.2.7;State Objects;49
9.2.7.1;Creating the Standing State Object and Its Create Event;49
9.2.7.2;Creating the Remaining State Objects;51
9.2.7.3;Adding Key Events to the Standing State Object;51
9.2.7.4;Adding the Create Event for the Walking State Object;52
9.2.7.5;Adding the Animation End Event to the Walking State Object;53
9.2.7.6;Creating a New Starting Object and Its Create Event;53
9.2.8;Collision;54
9.2.8.1;Problem 1: Just Passing Through;54
9.2.8.2;Problem 2: Get Your Inside Out;55
9.2.9;Walk On;55
9.2.9.1;Adding a Collision Event to the Walking State Object;56
9.2.9.2;Adding a Step Event to the Walking State Object;56
9.2.10;Jump Up;57
9.2.10.1;Adding a Create Event for the Jumping State Object;57
9.2.10.2;Copying a Collision Event for the Jumping State Object;57
9.2.10.3;Adding an Animation End Event for the Jumping State Object;58
9.2.11;Fall Down;59
9.2.11.1;Adding a Create Event to the Falling State Object;59
9.2.11.2;Copying a Collision Event for the Falling State Object;59
9.2.11.3;Adding a Step Event to the Falling State Object;60
9.2.11.4;Editing the Create Event of the Fishpod Object;60
9.2.12;Challenges;60
9.2.12.1;Creating Hazard Objects and Their Create Events;60
9.2.12.2;Creating the Middle Lava Object and Its Create Event;61
9.2.12.3;Adding Inherited Events to the Fishpod Object;62
9.2.12.4;Adding Behaviors for the Dying State Object;63
9.2.13;Goals;63
9.2.13.1;Creating the Gold Object;63
9.2.13.2;Creating a Resource Group for Private Objects;64
9.2.14;Finishing Touches;64
9.2.14.1;Adding the Finishing Touches;64
9.2.15;Congratulations;66
10;PART 2 Zool;68
10.1;CHAPTER 3 Zool: Taking It to the NthDimension;70
10.1.1;Designing a Ninjalien;70
10.1.2;Long-Term Challenge;72
10.1.3;Short-Term Challenges;72
10.1.4;Ready-Baked Resources;73
10.1.4.1;Exploring the Sprite Resources;73
10.1.5;Kitchen Tiles;74
10.1.5.1;Exploring Tiles and Rooms;75
10.1.6;An Alien State;78
10.1.7;An Alien’s First Steps;80
10.1.7.1;Setting up State Constants and State Objects;80
10.1.7.2;The Zool Parent Object;80
10.1.7.3;The Zool Land State Object;82
10.1.7.4;Marching Order;84
10.1.7.5;Room with a View;85
10.1.7.5.1;Setting Up the Room View;85
10.1.8;Crash Landing a Ninja;87
10.1.8.1;Limiting Zool’s Speed;87
10.1.8.2;The Zool Air State Object;88
10.1.8.3;Modifying the Parent Zool Object;89
10.1.8.4;Modifying the Zool Land State Object;91
10.1.9;Congratulations—Phase 1 Complete!;91
10.2;CHAPTER 4 Empowerment: Sliding Ninjas;94
10.2.1;Balance of Power;94
10.2.2;Empowering Up;96
10.2.2.1;Making the Zool Air State Object Slide Against Solid Objects;96
10.2.2.2;You Cannae Break the Laws of Physics;98
10.2.2.2.1;Tweaking the Air State Object’s Sliding Collision Mechanic;98
10.2.2.3;A Floating Garage Worker;99
10.2.2.3.1;Adding a Drifting Mechanic to the Zool Air State Object;99
10.2.2.3.2;Tweaking the Drifting Mechanic for the Zool Air State Object;100
10.2.3;Underground, Overground;101
10.2.3.1;Adding Support for Ledges to the Land and Air Zool State Objects;101
10.2.4;Driven up the Walls;102
10.2.4.1;The Zool Wall State Object;102
10.2.4.2;Adding State Transitions and Sprite Drawing to the Wall State Object;105
10.2.5;Wall Polish;107
10.2.5.1;Improving Detachment for the Zool Wall State Object;107
10.2.6;Ramping Up;110
10.2.6.1;Placing Ramp Collision Objects in the Room;110
10.2.6.2;Adding Specific Collision Events for Ramp Objects;111
10.2.7;Sliding Down;113
10.2.7.1;Editing the Zool State Objects to Support the Ice State Object;114
10.2.7.2;Implementing Behaviors for the New Ice State Object;115
10.2.7.3;Adding a General Solid Collision Event to the Ice State Object;119
10.2.8;Sound Movement;119
10.2.8.1;Adding Basic Sound Effects;119
10.2.8.2;Adding Skidding;121
10.2.9;Congratulations—Phase 2 Complete!;123
10.3;CHAPTER 5 Krool’s Forces: Sweetening the Challenge;126
10.3.1;Challenging Ingredients;127
10.3.2;Reheated Resources;128
10.3.2.1;Exploring the Sprite Resources;128
10.3.3;Gotta Get ‘Em All;129
10.3.3.1;Creating Objects for the Level Collectibles;129
10.3.3.2;Spoil Your Dinner;130
10.3.3.3;A Solid Problem;131
10.3.3.4;The Solid Wheel;131
10.3.3.5;Reinventing the Solid Wheel;132
10.3.3.6;A Scripted Rescue;133
10.3.3.6.1;Loading the Alternative Move to Contact Script;133
10.3.3.6.2;Replacing the Remaining Move to Contact Actions;133
10.3.4;Health Hazards;134
10.3.4.1;Spiky Fright;135
10.3.4.1.1;Creating Spike Hazards;135
10.3.4.2;Bitter Sweets;137
10.3.4.3;Jelly and I Scream;137
10.3.4.3.1;Creating the Jelly Enemy;137
10.3.4.3.2;Creating Enemy Limits and Coping with Ramps;140
10.3.4.4;Beastly Licorice;142
10.3.4.4.1;Creating the Sweet Beastie Object;143
10.3.4.5;Spitting Mad;147
10.3.4.5.1;Creating the Sweet Beastie Missiles;147
10.3.4.6;Let it Bee;150
10.3.4.6.1;Creating the Bee Enemy Object;150
10.3.5;Congratulations—Phase 3 Complete!;153
10.4;CHAPTER 6 Fighting Talk:The Empower Strikes Back;156
10.4.1;Ant Attack;157
10.4.1.1;Adding the New States to the Zool Object;157
10.4.1.2;Splitting Headache;157
10.4.1.3;Adding Jump Attack Behavior to Zool;157
10.4.1.4;Slide Kick;158
10.4.1.5;Adding Kick Attack Behavior to Zool;158
10.4.1.6;Top Spinning;161
10.4.1.7;Adding Spinning Attack Behavior to Zool;161
10.4.1.8;Shooting Stars;162
10.4.1.9;Adding Shooting Behavior to Zool;163
10.4.2;Uplifting Platforms;163
10.4.2.1;Up and Down;164
10.4.2.1.1;Creating Vertical Lifts;164
10.4.2.2;Left and Right;165
10.4.2.2.1;Creating Horizontal Lifts;165
10.4.2.3;Relativity;167
10.4.2.3.1;Making Lifts Lift;167
10.4.2.4;Not So Solid Ground;169
10.4.2.4.1;Creating Falling Platforms;169
10.4.3;Parallax Universe;170
10.4.3.1;Creating a Cloud Object:;171
10.4.3.2;Adding Parallax to the Cloud Object;173
10.4.3.3;Adding Parallax to the Cloud Object;173
10.4.4;Keeping Score;174
10.4.4.1;Adding the Score Object;174
10.4.4.2;Adding the Timer Object;176
10.4.4.3;Adding the Collectibles Object and Exit;177
10.4.4.4;Adding the Health and Lives;179
10.4.5;Zoolaphobia;181
10.4.5.1;Adding Music to the Game;181
10.4.6;Programming Memories;182
10.4.7;Congratulations—100% Complete!;182
11;PART 3 Shadows on Deck;186
11.1;CHAPTER 7 Game Design:“Shadows on Deck”;187
11.1.1;A Good Beginning;188
11.1.2;The Hero;189
11.1.2.1;Make Him Invisible;189
11.1.2.2;Make Him Fantastic;190
11.1.2.3;Make Him Mortal;190
11.1.2.4;Flynn;190
11.1.3;The Beginnings of a Story;191
11.1.4;Game Play;192
11.1.4.1;Actions: What Can the Player Do in the Game World?;192
11.1.4.2;Rules: What Restrictions Are We Imposing on the Player?;192
11.1.4.3;Challenges: What Are the Objectives and Goals We’ve Set for the Player?;193
11.1.4.4;Mechanics of “Shadows on Deck”;193
11.1.4.4.1;Storyline;193
11.1.4.4.2;Nimble and Clever;193
11.1.4.4.3;Sidekick;193
11.1.4.4.4;Actions;194
11.1.4.4.5;Main Moves for Our Hero Will Be:;195
11.1.4.5;Rules;195
11.1.4.5.1;Game World;195
11.1.4.5.2;Main Rules in Our Game World Will Be:;195
11.1.4.5.3;Monsters and Hazards;195
11.1.4.5.4;Monsters and Hazards;196
11.1.4.5.5;Boss Fights;197
11.1.4.6;Challenges;197
11.1.4.6.1;Level 1: Flynn’s Island;198
11.1.4.6.2;Level 2: Aboard Ship;198
11.1.4.6.3;Level 3: Stowaway;199
11.1.4.6.4;Level 3 Boss Fight: Crow’s Nest;199
11.1.4.6.5;Level 4: Pirate Town;199
11.1.4.6.6;Level 5: Dark Caves and Tunnels;199
11.1.4.6.7;Level 6: Jungle;199
11.1.4.6.8;Level 7: Ship’s Hold;200
11.1.4.6.9;Level 8: Back Home;200
11.1.5;Difficulty;201
11.1.5.1;The Game Maker’s Apprentice;201
11.1.5.2;Learning Curve;201
11.1.5.3;Difficulty Curve;201
11.1.6;Conclusion;202
11.2;CHAPTER 8 Storytelling in Theory;203
11.2.1;What Can a Story Do for My Game?;203
11.2.2;Little or Big Story?;204
11.2.3;Story Structures;204
11.2.3.1;The Three-Act Structure;205
11.2.3.2;Act 1;205
11.2.3.3;Act 2;205
11.2.3.4;Act 3;205
11.2.3.5;The Hero’s Journey;205
11.2.3.6;The Ordinary World;206
11.2.3.7;The Call to Adventure;206
11.2.3.8;Refusal to the Call;207
11.2.3.9;Meeting with the Mentor;207
11.2.3.10;Crossing the First Threshold;207
11.2.3.11;Tests, Allies, and Enemies;208
11.2.3.12;Approach to the Innermost Cave;208
11.2.3.13;The Ordeal;208
11.2.3.14;Reward;208
11.2.3.15;The Road Back;209
11.2.3.16;Resurrection;209
11.2.3.17;Return with the Elixir;209
11.2.3.18;The Structures Working Together;210
11.2.4;Pace;211
11.2.5;Characters;212
11.2.5.1;Hero;213
11.2.5.2;Willing Hero;213
11.2.5.3;Unwilling Hero;213
11.2.5.4;Cynical Anti-Hero;213
11.2.5.5;Loner Hero;213
11.2.5.6;Catalyst Hero;213
11.2.5.7;The Rest of the Crew;213
11.2.5.8;The Mentor;214
11.2.5.9;Herald;214
11.2.5.10;Threshold Guardian;214
11.2.5.11;Shapeshifter;214
11.2.5.12;Trickster;214
11.2.5.13;Shadow;215
11.2.5.14;Filling Roles;215
11.2.5.15;Traits;215
11.2.6;Interactive Stories;216
11.2.6.1;Branching;216
11.2.6.2;Did I Miss Out?;218
11.2.6.3;Interesting Choices;218
11.2.6.4;Wasted Content;218
11.2.6.5;Modifying Non-Player Character Behavior;218
11.2.6.6;Changing Character Appearance;218
11.2.6.7;Cosmetic Changes;219
11.2.7;Tools to Tell a Story Inside a Game;219
11.2.7.1;Cut Scenes;219
11.2.7.2;Dialog;220
11.2.7.3;Clues;220
11.2.8;Conclusion: Where’s the Skip Button?;220
11.3;CHAPTER 9 Storytelling Applied;221
11.3.1;Applying the Theory to Shadows on Deck;221
11.3.1.1;The Ordinary World;221
11.3.1.2;The Call to Adventure;222
11.3.1.3;The Refusal to the Call;222
11.3.1.4;The Meeting with the Mentor;222
11.3.1.5;Crossing the First Threshold;223
11.3.1.6;Tests, Allies, and Enemies;223
11.3.1.7;Approach to the Innermost Cave;223
11.3.1.8;The Ordeal;223
11.3.1.9;The Reward;224
11.3.1.10;The Road Back;224
11.3.1.11;The Resurrection;225
11.3.1.12;Return with the Elixir;225
11.3.2;Archetypes for Our Story;225
11.3.2.1;Flynn;226
11.3.2.1.1;Archetype: Hero;227
11.3.2.2;Father;227
11.3.2.2.1;Archetype: Mentor;228
11.3.2.3;Mother;228
11.3.2.3.1;Archetype: Shapeshifter;229
11.3.2.4;The Parrot Archibald;229
11.3.2.4.1;Archetype: Herald, Mentor, Trickster;229
11.3.2.4.2;Sidekick;230
11.3.2.5;The Pirate King;230
11.3.2.5.1;Archetype: Shadow;230
11.3.2.6;Level Bosses;231
11.3.2.7;Minor Characters;232
11.3.2.7.1;Allies;232
11.3.2.7.2;Enemies;232
11.3.3;Titles Tantrum;232
11.3.3.1;Keywords;232
11.3.3.2;Titles;233
11.3.4;Storytelling Tools for Shadows on Deck;234
11.3.4.1;Clues;234
11.3.4.2;Dialog;234
11.3.4.3;Cut Scenes;235
11.3.4.4;Cut Scene: Attack!;237
11.3.4.4.1;Game Play;238
11.3.4.5;Cut Scene: Introduce Boss in Crow’s Nest;238
11.3.4.5.1;Boss Fight;238
11.3.4.6;Cut Scene: Arrival at Rogues’ Rendezvous;238
11.3.4.6.1;Game Play;240
11.3.4.7;Cut Scene: Introduction to the Town Sheriff;240
11.3.5;Conclusion;240
11.4;CHAPTER 10 Of Mice and Pen: Pirate Art;241
11.4.1;A Little Art History;241
11.4.2;Shadows On Spec;241
11.4.3;The Art Process;242
11.4.3.1;Phase 1: Conceptual Design;242
11.4.3.2;The Art of Communication;244
11.4.3.2.1;A Pirate’s Brew;244
11.4.3.3;Gaining Inspiration;244
11.4.3.3.1;Reference Material;245
11.4.3.4;Getting Warmed Up;245
11.4.3.4.1;Drawing Tips;245
11.4.3.5;The More the Merrier;246
11.4.3.5.1;Idea Building;246
11.4.3.6;Silhouetiquette;247
11.4.3.7;Complementing the Code and Design;248
11.4.3.7.1;Emergent Design;248
11.4.3.7.2;Phase 2: Asset Creation;251
11.4.3.7.3;Art Pipeline;251
11.4.3.7.3.1;Animations;252
11.4.3.7.3.2;Environments;253
11.4.3.7.4;Character Building;254
11.4.3.7.4.1;Ssssh: Character Design Secret!;256
11.4.3.7.5;Let’s Get Environmental;257
11.4.3.7.6;Phase 3: Art Integration;260
11.4.3.7.7;Art Therapy;260
11.4.3.7.8;Shades of Grey;260
11.4.3.7.9;The Devil Is in the Detail;261
11.4.4;We’ve Got It Covered;263
11.4.4.1;Pirate CD;264
11.4.4.1.1;Paint it Black;264
11.4.4.1.2;Adjusting the Color of the Environment Artwork;264
11.4.4.1.3;Make it Move;266
11.4.4.1.4;Making a New Pirate Walk-Cycle Animation;266
11.4.5;Conclusion: Save Progress and Continue!;270
11.5;CHAPTER 11 GML: From Ninja to Pirate;271
11.5.1;GML Babel Fish;271
11.5.1.1;Literal Translation;274
11.5.1.1.1;Actions and Their GML Equivalents;274
11.5.1.2;Translation Tips;277
11.5.2;The Power of Language;278
11.5.2.1;A Global Evil;278
11.5.2.1.1;Within zooldrag.gmk;278
11.5.2.1.2;Within zoolgml.gmk;279
11.5.2.2;Switching Sprites;280
11.5.2.2.1;Within zooldrag.gmk;280
11.5.2.2.2;Within zoolgml.gmk;281
11.5.2.3;The Ninja Elbow Walk;282
11.5.2.3.1;Within zooldrag.gmk;283
11.5.2.3.2;Within zoolgml.gmk;283
11.5.2.4;Scripts;284
11.5.2.5;Staying on Top;284
11.5.2.5.1;The check_standing_on Script;284
11.5.2.6;Staying in Contact;285
11.5.2.6.1;The move_to_contact_with Script;286
11.5.2.7;Changing Lifts;287
11.5.2.7.1;The change_lift_instances Script;288
11.5.2.8;Delayed Lift;288
11.5.2.9;Goodbye Ninja, Hello Pirate;289
11.5.3;The Problem with Giants;290
11.5.3.1;Changes Made to Create shadows0.gmk;290
11.5.3.2;Move On Top;292
11.5.3.3;Ignoring Ledges in the Air;292
11.5.3.4;Empty Collisions;293
11.5.4;Congratulations;294
11.6;CHAPTER 12 Rogues’ Rendezvous:Vertically Sliced;295
11.6.1;Animated Driving;295
11.6.1.1;Best Foot Forward;296
11.6.1.1.1;Adjusting Flynn’s Walking Mechanic;296
11.6.1.2;Over the Top;299
11.6.1.2.1;Adjusting Flynn’s Climbing Mechanic;299
11.6.1.3;Jump High, Fall Hard;305
11.6.1.3.1;Adjusting Flynn’s Jumping Mechanic;305
11.6.1.4;Half a Pixel;309
11.6.2;Lights, Camera, Action!;310
11.6.2.1;Additions to shadows4.gmk;310
11.6.2.2;Pretty Useful Polly;311
11.6.2.3;Follow the Leader;311
11.6.2.4;Implementing the Follow Behavior for the Parrot Object;312
11.6.2.5;Aye Aye, Captain;313
11.6.2.6;Implementing the Command Behavior for the Parrot Object;313
11.6.2.7;Flapping Distraction;314
11.6.2.8;Implementing the Distract Behavior for the Parrot Object;315
11.6.2.9;Numb Skulls;317
11.6.2.10;Footsteps on Deck;317
11.6.2.11;Implementing the Moving Behavior for the Skeleton Object;317
11.6.2.12;A Deathly Stare;319
11.6.2.13;Implementing the Pursuing Behavior for the Skeleton Object;319
11.6.2.14;Pesky Parrot;323
11.6.2.15;Implementing the Distraction Behavior for the Skeleton Object;324
11.6.2.16;Camera Focus;325
11.6.2.17;Making a Better Camera Using a Focus Object;325
11.6.2.18;Including Archie’s Movement as Part of the Camera Focus;327
11.6.3;Congratulations!;328
11.7;CHAPTER 13 The Story Begins;329
11.7.1;Emotivation;329
11.7.1.1;Cutting the Scene;330
11.7.1.2;Fetch the Popcorn;333
11.7.2;Level Design;333
11.7.2.1;Theory in Practice;334
11.7.2.2;Progression;334
11.7.2.3;Micro Curves;335
11.7.2.4;Walkthrough;335
11.7.2.4.1;Walkthrough of Part One of the Rouge’s Rendezvous Level;336
11.7.2.5;General Principles;340
11.7.2.6;Saving;340
11.7.2.7;Game Play Tweaking;340
11.7.3;Traps and Puzzles;341
11.7.3.1;Traps;341
11.7.3.2;Puzzles;342
11.7.3.3;Carrying Objects;342
11.7.3.4;Prisoner Cages;343
11.7.3.5;Thirsty Pirate;344
11.7.4;Storytelling;344
11.7.4.1;Mood;344
11.7.4.2;Characters;344
11.7.4.2.1;First Prisoner;345
11.7.4.2.2;Thirsty Pirate;345
11.7.4.2.3;Second Prisoner;346
11.7.4.2.4;Pirate Guards;346
11.7.4.3;Bigger Story;347
11.7.4.4;Mary;347
11.7.4.4.1;Wanted Poster;347
11.7.4.5;Archibald;347
11.7.4.5.1;Setting a Prisoner Free;348
11.7.4.6;Keeping Track of What the Player Knows;348
11.7.5;Implementing Dialogue;348
11.7.5.1;Scripting Dialogues;348
11.7.5.1.1;Exploring dialogue1.gmk;349
11.7.5.2;Punctuating Text;353
11.7.5.3;The Word Script;353
11.7.5.3.1;Creating the string_length_words Script;353
11.7.5.4;The Speaking Object;354
11.7.5.4.1;Implementing the obj_text_speak Object;354
11.7.6;Congratulations;358
11.8;Final Words;359
12;PART 4 Reference;361
12.1;CHAPTER 14 Feature Reference;362
12.1.1;360-Degree Movement;363
12.1.1.1;Creating 360-Degree Movement;363
12.1.2;360-Degree Shooting;364
12.1.2.1;Creating 360-Degree Shooting;364
12.1.2.2;Creating 360-Degree Shooting from Custom Gun Mounts;364
12.1.3;Cheat Codes;366
12.1.3.1;Creating a Cheat Code;366
12.1.4;Countdown Clock;367
12.1.4.1;Creating the Countdown Clock;367
12.1.5;Fancy Buttons;368
12.1.5.1;Creating Fancy Buttons;368
12.1.6;Four- and Eight-Way Movement;369
12.1.6.1;Creating Four-Way Movement;369
12.1.6.2;Changing Four-Way Movement to Eight-Way Movement;371
12.1.7;Grid Movement;371
12.1.7.1;Creating Grid Movement;372
12.1.7.2;Creating Enemy Grid Movement;373
12.1.7.3;Dealing with Collisions;376
12.1.8;Homing Missiles;377
12.1.8.1;Creating Homing Missiles;377
12.1.8.2;Changing the Missile to Heat-Seeking the Nearest Object;378
12.1.9;Mini-Map;379
12.1.9.1;Creating a Simple Mini-Map Showing the Entire Room;379
12.1.9.2;Changing the Mini-Map to View Only Part of the Room;380
12.1.9.3;Making the View Transparent;381
12.1.10;Mouse Aim-and-Fire;382
12.1.10.1;To Create Mouse Aim-and-Fire;382
12.1.10.2;To Make Each Spaceship Keep Its Own Cannon;383
12.1.11;Mouse Cursor;383
12.1.11.1;Creating a Custom Mouse Cursor;384
12.1.12;Moving Through Rooms;384
12.1.12.1;Creating Room Movement;385
12.1.12.2;Setting Up the Map;387
12.1.13;Orbiting Objects;388
12.1.13.1;Creating Orbiting Objects;388
12.1.14;Patrolling Enemies;389
12.1.14.1;Creating Patrolling Enemies;389
12.1.14.2;Putting Multiple Enemies on a Single Path;391
12.1.14.3;Avoiding Enemy Collisions by Turning Around;392
12.1.14.4;Avoiding enemy collisions by waiting;392
12.1.15;Pausing the Game;393
12.1.15.1;Creating a Pause Feature;393
12.1.16;Pushing Boxes;394
12.1.16.1;Creating Boxes That Can Be Pushed;394
12.1.17;Scrolling Text (Horizontal);396
12.1.17.1;Creating the Horizontally Scrolling Text;396
12.1.18;Scrolling Text (Vertical);398
12.1.18.1;Creating the Vertically Scrolling Text;398
12.1.19;Smoke Trail;399
12.1.19.1;Creating a Smoke Trail;399
12.1.20;Smooth Motion;400
12.1.20.1;Creating Smooth Motion;400
12.1.21;Snap To Grid;401
12.1.21.1;Creating Grid Snapping;401
12.1.22;Toggle Music and Sound Effects;402
12.1.22.1;Creating Toggles for Music and Sound;402
13;APPENDIX Rogues’ Rendezvous: Dialogue;405
14;Index;414



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.