GameMaker Fundamentals: Learn GML Programming to Start Making Amazing Games
Autor Ben Tyersen Limba Engleză Paperback – 13 noi 2022
Master the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games.
Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.
On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML.
Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.
On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML.
What You Will Learn
- Review core programming features required for sound knowledge of GameMaker
- Master how to combine GML to orchestrate game actions
- Utilize GameMaker's layers to create exciting games
- Set up player control
Who Is This Book For
Those new to GameMaker or game programming in general; it assumes no prior knowledge or skill set.
Preț: 236.58 lei
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Preț estimativ în valută:
45.33€ • 49.10$ • 38.87£
45.33€ • 49.10$ • 38.87£
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Specificații
ISBN-13: 9781484287125
ISBN-10: 1484287126
Ilustrații: XXV, 406 p. 273 illus., 269 illus. in color.
Dimensiuni: 178 x 254 mm
Greutate: 0.75 kg
Ediția:1st ed.
Editura: Apress
Colecția Apress
Locul publicării:Berkeley, CA, United States
ISBN-10: 1484287126
Ilustrații: XXV, 406 p. 273 illus., 269 illus. in color.
Dimensiuni: 178 x 254 mm
Greutate: 0.75 kg
Ediția:1st ed.
Editura: Apress
Colecția Apress
Locul publicării:Berkeley, CA, United States
Cuprins
Chapter 1: Instance Layers
Chapter 17: Randomization
Sub - Topics
● What are layers
● Layer types
● Layer orders
● Projects
Chapter 2: Variables
Sub –Topics
● Built in variables
● Drawing variables
● Variable types
● Projects
Chapter 3: Conditionals
Sub - Topics
● What are conditoinals
● Examples
● Projects
Chapter 4: Drawing Shapes
Sub - Topics:
● Drawing shapes
● Projects
Chapter 5: Drawing Continued
Sub - Topics:
● Drawing variables
● Using fonts
● Formatting text
● Drawing sprites
● Formatting sprites
● Projects
Chapter 6: Keyboard Input & Basic Controls
Sub - Topics:
● Keyboard input
● Mouse input
● Moving a player instance
● ProjectsChapter 7: Objects & Events
Sub - Topics:
● Alarm event
● Create event
● Draw event
● Step event
● Input events● Collision event
● Draw GUI event
● Projects
Chapter 8: Sprites
Sub - Topics:
● Importing sprites
● Strip images● Formatting sprites
● Projects
Chapter 9: Health & Lives
Sub - Topics:
● Health
● Lives
● Score● Projects
Chapter 10: Mouse
Sub - Topics:
● Mouse Buttons
● Interaction with mouse
● Projects
Chapter 11: Alarms
Sub - Topics:
● Usage
● Setting alarms
● Example usage
● Projects
Chapter 12: Collisions
Sub - Topics:
● Usage
● Events
● Collisions using code
● Examples
● Projects
Chapter 13: Rooms
Sub - Topics:
● Setting a background
● Views
● Projects
Chapter 14: Backgrounds
Sub - Topics:
● Moving backgrounds
● Projects
Chapter 15: Sounds
Sub - Topics:
● Importing audio
● Playing sounds
● Playing music
● Audio control
● ProjectsChapter 16: Splash Screens & Menus
Sub - Topics:
● Why use a splash screen
● Unlockable levels
● Projects
Sub - Topics:
● Using random values
● Random variables examples
● Projects
Chapter 18: AI
Sub - Topics:
● Moving towards the player● Bullets
● Projects
Chapter 19: INI files
Sub - Topics:
● What are INI files
● Writing data
● Reading data● Projects
Chapter 20: Effects
Sub - Topics:
● Built in effects
● Effect layers
● Projects
Chapter 21: Loops
Sub - Topics:
● Types of loops
● Effect layers
● Projects
● Examples
● Projects
Chapter 22: Arrays
Sub - Topics:
● Example usage
● Two dimensional arrays
● Drawing array data
● Using for weapon control
● Projects
Chapter 23: DS Lists
Sub - Topics:
● Example usage
● Adding data
● Organizing data
● Projects
Chapter 24: Paths
Sub - Topics:
● Creating a path
● Manipulating a path
● Projects
Chapter 25: Functions
Sub - Topics:
● Setting up
● Examples
● Projects
Notă biografică
Ben Tyers is an expert GameMaker user, developer, coder, and trainer. He has authored a number of books on GameMaker for game application developers.
Textul de pe ultima copertă
Master the fundamental programming skills needed to create your own computer games in GameMaker. This book shows how to use GameMaker to build and publish cross-platform games.
Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.
On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML.
Each chapter covers a certain programming element, including layers, variables, and so on. You will also learn how to design levels in your games, draw sprites to populate your virtual worlds, and build GUIs for your menus and game interfaces. GameMaker Fundamentals also provides a thorough introduction to the GameMaker Language (GML). Practical example projects reinforce the concept discussed in each chapter.
On completing this book, you will have a thorough understanding of how to create games from scratch using game design and programming principles using GameMaker and GML.
You will:
- Learn core programming features required for sound knowledge of GameMaker
- Master how to combine GML to orchestrate game actions
- Utilize GameMaker's layers to create exciting games
- Set up player control
Caracteristici
Follows a practical approach with 'things-to-try’ in each chapter
Shows how to create games from scratch using a professional game engine
Provides 65 assignments to complete after working through the book, with example solutions
Shows how to create games from scratch using a professional game engine
Provides 65 assignments to complete after working through the book, with example solutions
Descriere
Beginner leve