GameMaker programming by example :: master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! /
Annotation
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2015.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Annotation |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations |
ISBN: | 9781785888472 1785888471 1785887963 9781785887963 |
Internformat
MARC
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245 | 1 | 0 | |a GameMaker programming by example : |b master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / |c Brian Christian, Steven Isaacs. |
264 | 1 | |a Birmingham, UK : |b Packt Publishing, |c 2015. | |
300 | |a 1 online resource (1 volume) : |b illustrations | ||
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490 | 1 | |a Community experience distilled | |
588 | 0 | |a Online resource; title from cover page (Safari, viewed January 18, 2016). | |
500 | |a Includes index. | ||
520 | 8 | |a Annotation |b Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!About This Book Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker's features. Go through step-by-step tutorials to design and develop unique gamesWho This Book Is ForIf you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language Create games with random elements for exciting gameplay Use the basic GameMaker file I/O and encryption systems Utilize the GameMaker networking functions to create multiplayer games Give AI routines to your enemies to make challenging gameplay Create particle systems to give your game exciting graphics Understand the various debugging techniques available in GameMaker: StudioIn DetailThis book is excellent resource for developers with any level of experience of GameMaker. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approachA This step-by-step guide that follows and with details ons different topics throughout the creation of various examples. | |
505 | 0 | |a Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to GameMaker: Studio; Chapter 2: Your First Game -- Escape the Dungeon; Chapter 3: Introducing the GameMaker Language; Chapter 4: Fun with Infinity and Gravity -- An Endless Platformer; Chapter 5: Saving and Loading Data; Chapter 6: A Multiplayer Sidescrolling Platformer; Chapter 7: Programming a Scrolling Shooter; Chapter 8: Introducing the GameMaker: Studio Physics Engine; Chapter 9: Wrapping Up; Index; Choosing your version. | |
505 | 8 | |a The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; Summary; Creating an endless platformer; Summary; Putting in a scoring system; Customizable controls; Summary; Sprite animation; Making your scrolling platformer scroll; Client/server multiplayer networking; Integrating Xbox gamepad support; Summary; Creating the main ship; Creating the enemies; Programming a Boss AI; Particles; Summary; A physics game; The physics engine in a regular game; Summary; Debugging; Helpful information on GameMaker. | |
505 | 8 | |a Death and enemiesRandom spawning; Menus and textboxes; Review questions; Quick drills; Saving and loading a highscore; Saving control configurations; Review questions; Quick drills; Spritesheet importing; Programming the movement; Networking terminology; Printing the server's IP address and port on a screen; Creating the actual server; The client in your client/server system; Legacy gamepad support; Modern gamepad support; Review questions; Quick drills; Parenting in objects; Random enemy spawning; Review questions; Quick drills; Review questions; Quick drills; Compile-time errors. | |
505 | 8 | |a Runtime errorsThe GameMaker: Studio debugger; Debugging functions; Quirks of the GameMaker Language; Unexplained resources; Export modules; Review questions; Quick drills; The sprite; The object; Making your enemies move; Damaging the player; Making the player shoot; Making the enemies shoot; Backgrounds; Sounds; Understanding the four events; Starting to code your player object; Random seeds; Displaying health and lives; Invincibility; 2D arrays; Menus; Textboxes; INI file encryption; Our Asynchronous Networking event. | |
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adam_text | |
any_adam_object | |
author | Christian, Brian |
author_facet | Christian, Brian |
author_role | aut |
author_sort | Christian, Brian |
author_variant | b c bc |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
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contents | Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to GameMaker: Studio; Chapter 2: Your First Game -- Escape the Dungeon; Chapter 3: Introducing the GameMaker Language; Chapter 4: Fun with Infinity and Gravity -- An Endless Platformer; Chapter 5: Saving and Loading Data; Chapter 6: A Multiplayer Sidescrolling Platformer; Chapter 7: Programming a Scrolling Shooter; Chapter 8: Introducing the GameMaker: Studio Physics Engine; Chapter 9: Wrapping Up; Index; Choosing your version. The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; Summary; Creating an endless platformer; Summary; Putting in a scoring system; Customizable controls; Summary; Sprite animation; Making your scrolling platformer scroll; Client/server multiplayer networking; Integrating Xbox gamepad support; Summary; Creating the main ship; Creating the enemies; Programming a Boss AI; Particles; Summary; A physics game; The physics engine in a regular game; Summary; Debugging; Helpful information on GameMaker. Death and enemiesRandom spawning; Menus and textboxes; Review questions; Quick drills; Saving and loading a highscore; Saving control configurations; Review questions; Quick drills; Spritesheet importing; Programming the movement; Networking terminology; Printing the server's IP address and port on a screen; Creating the actual server; The client in your client/server system; Legacy gamepad support; Modern gamepad support; Review questions; Quick drills; Parenting in objects; Random enemy spawning; Review questions; Quick drills; Review questions; Quick drills; Compile-time errors. Runtime errorsThe GameMaker: Studio debugger; Debugging functions; Quirks of the GameMaker Language; Unexplained resources; Export modules; Review questions; Quick drills; The sprite; The object; Making your enemies move; Damaging the player; Making the player shoot; Making the enemies shoot; Backgrounds; Sounds; Understanding the four events; Starting to code your player object; Random seeds; Displaying health and lives; Invincibility; 2D arrays; Menus; Textboxes; INI file encryption; Our Asynchronous Networking event. |
ctrlnum | (OCoLC)935256966 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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Go through step-by-step tutorials to design and develop unique gamesWho This Book Is ForIf you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language Create games with random elements for exciting gameplay Use the basic GameMaker file I/O and encryption systems Utilize the GameMaker networking functions to create multiplayer games Give AI routines to your enemies to make challenging gameplay Create particle systems to give your game exciting graphics Understand the various debugging techniques available in GameMaker: StudioIn DetailThis book is excellent resource for developers with any level of experience of GameMaker. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approachA This step-by-step guide that follows and with details ons different topics throughout the creation of various examples.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to GameMaker: Studio; Chapter 2: Your First Game -- Escape the Dungeon; Chapter 3: Introducing the GameMaker Language; Chapter 4: Fun with Infinity and Gravity -- An Endless Platformer; Chapter 5: Saving and Loading Data; Chapter 6: A Multiplayer Sidescrolling Platformer; Chapter 7: Programming a Scrolling Shooter; Chapter 8: Introducing the GameMaker: Studio Physics Engine; Chapter 9: Wrapping Up; Index; Choosing your version.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; 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spelling | Christian, Brian, author. GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / Brian Christian, Steven Isaacs. Birmingham, UK : Packt Publishing, 2015. 1 online resource (1 volume) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Community experience distilled Online resource; title from cover page (Safari, viewed January 18, 2016). Includes index. Annotation Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine!About This Book Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker's features. Go through step-by-step tutorials to design and develop unique gamesWho This Book Is ForIf you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language Create games with random elements for exciting gameplay Use the basic GameMaker file I/O and encryption systems Utilize the GameMaker networking functions to create multiplayer games Give AI routines to your enemies to make challenging gameplay Create particle systems to give your game exciting graphics Understand the various debugging techniques available in GameMaker: StudioIn DetailThis book is excellent resource for developers with any level of experience of GameMaker. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approachA This step-by-step guide that follows and with details ons different topics throughout the creation of various examples. Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to GameMaker: Studio; Chapter 2: Your First Game -- Escape the Dungeon; Chapter 3: Introducing the GameMaker Language; Chapter 4: Fun with Infinity and Gravity -- An Endless Platformer; Chapter 5: Saving and Loading Data; Chapter 6: A Multiplayer Sidescrolling Platformer; Chapter 7: Programming a Scrolling Shooter; Chapter 8: Introducing the GameMaker: Studio Physics Engine; Chapter 9: Wrapping Up; Index; Choosing your version. The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; Summary; Creating an endless platformer; Summary; Putting in a scoring system; Customizable controls; Summary; Sprite animation; Making your scrolling platformer scroll; Client/server multiplayer networking; Integrating Xbox gamepad support; Summary; Creating the main ship; Creating the enemies; Programming a Boss AI; Particles; Summary; A physics game; The physics engine in a regular game; Summary; Debugging; Helpful information on GameMaker. Death and enemiesRandom spawning; Menus and textboxes; Review questions; Quick drills; Saving and loading a highscore; Saving control configurations; Review questions; Quick drills; Spritesheet importing; Programming the movement; Networking terminology; Printing the server's IP address and port on a screen; Creating the actual server; The client in your client/server system; Legacy gamepad support; Modern gamepad support; Review questions; Quick drills; Parenting in objects; Random enemy spawning; Review questions; Quick drills; Review questions; Quick drills; Compile-time errors. Runtime errorsThe GameMaker: Studio debugger; Debugging functions; Quirks of the GameMaker Language; Unexplained resources; Export modules; Review questions; Quick drills; The sprite; The object; Making your enemies move; Damaging the player; Making the player shoot; Making the enemies shoot; Backgrounds; Sounds; Understanding the four events; Starting to code your player object; Random seeds; Displaying health and lives; Invincibility; 2D arrays; Menus; Textboxes; INI file encryption; Our Asynchronous Networking event. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast Print version: Christian, Brian. GameMaker Programming By Example. Birmingham : Packt Publishing, ©2015 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1134499 Volltext |
spellingShingle | Christian, Brian GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / Community experience distilled. Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to GameMaker: Studio; Chapter 2: Your First Game -- Escape the Dungeon; Chapter 3: Introducing the GameMaker Language; Chapter 4: Fun with Infinity and Gravity -- An Endless Platformer; Chapter 5: Saving and Loading Data; Chapter 6: A Multiplayer Sidescrolling Platformer; Chapter 7: Programming a Scrolling Shooter; Chapter 8: Introducing the GameMaker: Studio Physics Engine; Chapter 9: Wrapping Up; Index; Choosing your version. The GameMaker: Studio interfaceAn example project; Summary; Creating your Escape the Dungeon game; Summary; Remaking Escape the Dungeon in the GML; Summary; Creating an endless platformer; Summary; Putting in a scoring system; Customizable controls; Summary; Sprite animation; Making your scrolling platformer scroll; Client/server multiplayer networking; Integrating Xbox gamepad support; Summary; Creating the main ship; Creating the enemies; Programming a Boss AI; Particles; Summary; A physics game; The physics engine in a regular game; Summary; Debugging; Helpful information on GameMaker. Death and enemiesRandom spawning; Menus and textboxes; Review questions; Quick drills; Saving and loading a highscore; Saving control configurations; Review questions; Quick drills; Spritesheet importing; Programming the movement; Networking terminology; Printing the server's IP address and port on a screen; Creating the actual server; The client in your client/server system; Legacy gamepad support; Modern gamepad support; Review questions; Quick drills; Parenting in objects; Random enemy spawning; Review questions; Quick drills; Review questions; Quick drills; Compile-time errors. Runtime errorsThe GameMaker: Studio debugger; Debugging functions; Quirks of the GameMaker Language; Unexplained resources; Export modules; Review questions; Quick drills; The sprite; The object; Making your enemies move; Damaging the player; Making the player shoot; Making the enemies shoot; Backgrounds; Sounds; Understanding the four events; Starting to code your player object; Random seeds; Displaying health and lives; Invincibility; 2D arrays; Menus; Textboxes; INI file encryption; Our Asynchronous Networking event. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / |
title_auth | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / |
title_exact_search | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / |
title_full | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / Brian Christian, Steven Isaacs. |
title_fullStr | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / Brian Christian, Steven Isaacs. |
title_full_unstemmed | GameMaker programming by example : master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / Brian Christian, Steven Isaacs. |
title_short | GameMaker programming by example : |
title_sort | gamemaker programming by example master the development of 2d games by learning to use the powerful gamemaker language and tools provided by the gamemaker studio workspace and engine |
title_sub | master the development of 2D games by learning to use the powerful GameMaker language and tools provided by the GameMaker: Studio workspace and engine! / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Jeux vidéo Programmation. GAMES Board. bisacsh Video games Programming fast |
topic_facet | Video games Programming. Jeux vidéo Programmation. GAMES Board. Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1134499 |
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