Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language /: Make Your Own Games with GameMaker Language. (2019)
- Record Type:
- Book
- Title:
- Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language /: Make Your Own Games with GameMaker Language. (2019)
- Main Title:
- Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language
- Further Information:
- Note: Sebastiano M. Cossu.
- Other Names:
- Cossu, Sebastiano M
- Contents:
- Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Overview; The right tool for the job; What is GameMaker Studio 2?; About Game Design; About coding; How to use this book; Additional content; Pricing; Installing GameMaker Studio 2; Installing from YoYo's web site; Windows; Mac; Installing from Steam; Ubuntu; Chapter 2: Hello, World!; Right Sidebar; Sprites; Objects; Events; Code; Tile sets; Fonts; Rooms; Hello, GML!; Create event; Introducing variables; Left Pressed (Mouse) event; Draw; Chapter 3: Card Game (Part 1); The design A Game Design Document primerMemory GDD; Rules; Game flow; Similar games; Game modes; Target audience; Target system; Assets; spr_cardback; spr_rain; From GDD to development; Cards; Implementation; Array; An array of sprites; if-then-else; switch; Deck; Fantastic data structures and where to find them; Stack; Queue; List; Map; Priority Queue; Grids; Designing decks; Code loops; Repeat; While; Do-until; For; Making decks; Every day I'm shuffling; How do functions function?; GML functions; Shuffle cards code; Chapter 4: Card Game (Part 2); Finite-state Machines (FSMs) From State machine to codeA matter of time; Play to win!; Chapter 5: Fixed Shooter; History of the genre; Space Gala (GDD); Story and setting; Gameplay; Victory conditions; Controls; Menu; Pacing; Enemies; Game modes; Level 1; Similar games and influences; Target audience; From GDD to the game; Assets; spr_player;Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Overview; The right tool for the job; What is GameMaker Studio 2?; About Game Design; About coding; How to use this book; Additional content; Pricing; Installing GameMaker Studio 2; Installing from YoYo's web site; Windows; Mac; Installing from Steam; Ubuntu; Chapter 2: Hello, World!; Right Sidebar; Sprites; Objects; Events; Code; Tile sets; Fonts; Rooms; Hello, GML!; Create event; Introducing variables; Left Pressed (Mouse) event; Draw; Chapter 3: Card Game (Part 1); The design A Game Design Document primerMemory GDD; Rules; Game flow; Similar games; Game modes; Target audience; Target system; Assets; spr_cardback; spr_rain; From GDD to development; Cards; Implementation; Array; An array of sprites; if-then-else; switch; Deck; Fantastic data structures and where to find them; Stack; Queue; List; Map; Priority Queue; Grids; Designing decks; Code loops; Repeat; While; Do-until; For; Making decks; Every day I'm shuffling; How do functions function?; GML functions; Shuffle cards code; Chapter 4: Card Game (Part 2); Finite-state Machines (FSMs) From State machine to codeA matter of time; Play to win!; Chapter 5: Fixed Shooter; History of the genre; Space Gala (GDD); Story and setting; Gameplay; Victory conditions; Controls; Menu; Pacing; Enemies; Game modes; Level 1; Similar games and influences; Target audience; From GDD to the game; Assets; spr_player; spr_bullet_player; spr_life; spr_enemy_red; spr_background; fnt_score; fnt_messages; rm_level_1; Making features, not objects; Movements; Shooting; Designing rm_level_1; Game states; Making HUDs; What about victory?; Menu; Chapter 6: Shoot 'Em Up!; Fixed vs. scrolling shoot 'em up! Space Gala v. 2.0 (GDD)Story and setting; Gameplay; Victory conditions; Controls; Menu; Pacing; Enemies; Game modes; Level 1; Level 2; Similar games and influences; Target audience; Assets; Sounds; Cameras and viewports; Designing color-switching; Inheritance; Color shooting; More enemies; Ain't nothing but the blues; Walkers on paths; Unidentified Flying ... Instance!; Super-attack; How to design a good shmup level; Boss fighting; Conclusion; Chapter 7: Designing Bosses; Teaching and experimenting; Motivation!; How can we use this?; Chapter 8: Single-Screen Platformer; Cherry Caves Story and settingGameplay; Victory condition; Controls; Enemies; Assets; Sprites; Fonts; Sounds; How to create a hero; Setting the boundaries; Everything that goes up comes down; Get a jump on!; Climbing the ladder; Controlling the game flow; HUD; How to die; Cherry-picking; Through cherries, to the star; Level design: The art of creating worlds; Check the jumps; Hard is good, too hard is not; Make it nice; Don't make it too easy!; Designing caves; Level 2!; Chapter 9: Scrolling Platformer; Story and setting; Gameplay; Victory condition; Items; Controls; Enemies; Attack; Miscellaneous … (more)
- Publisher Details:
- Berkeley, CA : Apress L.P
- Publication Date:
- 2019
- Extent:
- 1 online resource (543 pages)
- Subjects:
- 794.8/151
Video games -- Programming
Video games -- Design
Video games -- Design
Electronic books - Languages:
- English
- ISBNs:
- 9781484250105
1484250109 - Related ISBNs:
- 9781484250099
1484250095 - Notes:
- Note: Print version record.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.454443
- Ingest File:
- 02_589.xml