E-Book, Englisch, 311 Seiten
Habgood / Overmars The Game Maker's Apprentice
1. ed
ISBN: 978-1-4302-0159-5
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
Game Development for Beginners
E-Book, Englisch, 311 Seiten
ISBN: 978-1-4302-0159-5
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play.Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl.The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.
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.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents;7
2;Foreword;14
3;About the Authors;16
4;About the Technical Reviewer;17
5;About the Illustrator;18
6;Acknowledgments;19
7;Introduction;20
8;Part 1 Getting Started;23
8.1;Chapter 1 Welcome to Game Maker;24
8.1.1;Installing the Software;24
8.1.2;Registration;26
8.1.3;The Global User Interface;27
8.1.4;Running a Game;27
8.1.5;How to Get More Information;29
8.1.6;What’s Next?;29
8.2;Chapter 2 Your First Game: Devilishly Easy;30
8.2.1;Designing the Game: Evil Clutches;30
8.2.2;Sprites;31
8.2.3;Objects;34
8.2.4;Rooms;41
8.2.5;Save and Run;43
8.2.6;Instances and Objects;45
8.2.7;Demons, Baby Dragons, and Fireballs;45
8.2.8;Backgrounds and Sounds;54
8.2.9;Congratulations;57
9;Part 2 Action Games;59
9.1;Chapter 3 More Actions: A Galaxy of Possibilities;60
9.1.1;Designing the Game: Galactic Mail;60
9.1.2;Sprites and Sounds;61
9.1.3;Moons and Asteroids;64
9.1.4;Flying Around;69
9.1.5;Winning and Losing;75
9.1.6;Finishing Touches;79
9.1.7;Congratulations;82
9.2;Chapter 4 Target the Player: It’s Fun Being Squished;83
9.2.1;Designing the Game: Lazarus;83
9.2.2;An Animated Character;84
9.2.3;A Test Environment;90
9.2.4;Falling Boxes;91
9.2.5;Finishing Touches;96
9.2.6;Congratulations;101
9.3;Chapter 5 Game Design: Interactive Challenges;102
9.3.1;What Makes a Good Game?;102
9.3.2;Interactive Challenges;104
9.3.3;Challenges;105
9.3.4;Interactivity;109
9.3.5;Summary;113
10;Part 3 Level Design;115
10.1;Chapter 6 Inheriting Events: Mother of Pearl;116
10.1.1;Designing the Game: Super Rainbow Reef;116
10.1.2;A Game Framework;118
10.1.3;Bouncing Starfish;122
10.1.4;Biglegs;128
10.1.5;Parent Power;131
10.1.6;Lives;132
10.1.7;Blocks;135
10.1.8;Polishing the Game;138
10.1.9;Congratulations;141
10.2;Chapter 7 Maze Games: More Cute Things in Peril;142
10.2.1;Designing the Game: Koalabr8;142
10.2.2;The Basic Maze;143
10.2.3;Save the Koala;151
10.2.4;Creating Hazards;152
10.2.5;Tiles;155
10.2.6;Adding Additional Hazards;158
10.2.7;Finishing the Game;162
10.2.8;Congratulations;163
10.3;Chapter 8 Game Design: Levels and Features;164
10.3.1;Selecting Features;164
10.3.2;Designing Levels;169
10.3.3;Saving the Day;175
10.3.4;Applying It All;175
10.3.5;Summary;178
11;Part 4 Multiplayer Games;181
11.1;Chapter 9 Cooperative Games: Flying Planes;182
11.1.1;Designing the Game: Wingman Sam;182
11.1.2;Variables and Properties;183
11.1.3;The Illusion of Motion;186
11.1.4;Flying Planes;187
11.1.5;Enemies and Weapons;189
11.1.6;Dealing with Damage;192
11.1.7;Time Lines;195
11.1.8;More Enemies;197
11.1.9;End Boss;199
11.1.10;Finishing Touches;201
11.1.11;Congratulations;202
11.2;Chapter 10 Competitive Games: Playing Fair with Tanks;203
11.2.1;Designing the Game: Tank War;203
11.2.2;Playing with Tanks;204
11.2.3;Firing Shells;207
11.2.4;Secondary Weapons;211
11.2.5;Views;217
11.2.6;Congratulations;222
11.3;Chapter 11 Game Design: Balance in Multiplayer Games;223
11.3.1;Competition and Cooperation;223
11.3.2;Balanced Beginnings;226
11.3.3;Balanced Choice;230
11.3.4;Balanced Computer Opponents;232
11.3.5;Summary;233
12;Part 5 Enemies and Intelligence;235
12.1;Chapter 12 GML: Become a Programmer;236
12.1.1;Hello World;237
12.1.2;Variables;239
12.1.3;Functions;241
12.1.4;Conditional Statements;243
12.1.5;Repeating Things;245
12.1.6;Arrays;248
12.1.7;Dealing with Other Instances;250
12.1.8;Scripts As Functions;251
12.1.9;Debugging Programs;253
12.1.10;Congratulations;255
12.2;Chapter 13 Clever Computers: Playing Tic-Tac-Toe;256
12.2.1;Designing the Game: Tic-Tac-Toe;256
12.2.2;The Playing Field;257
12.2.3;Let the Computer Play;262
12.2.4;A Clever Computer Opponent;265
12.2.5;Adaptive Gameplay;267
12.2.6;Congratulations;268
12.3;Chapter 14 Intelligent Behavior: Animating the Dead;269
12.3.1;Designing the Game: Pyramid Panic;269
12.3.2;The Basic Framework;270
12.3.3;Creating the Maze and the Explorer;273
12.3.4;Expanding Our Horizons;275
12.3.5;Reactive Behavior;277
12.3.6;Time for Treasure!;279
12.3.7;Movable Blocks;280
12.3.8;Rule-Based Behavior;281
12.3.9;Dealing with States;287
12.3.10;Let There Be Light;294
12.3.11;Looking to the Future;299
12.4;Chapter 15 Final Words;300
12.4.1;Creating Resources;300
12.4.2;The Game Maker Community;303
12.4.3;Good Luck;305
13;Bibliography;306
14;Index;307




