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GameMaker cookbook : over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system / Brandon Gardiner.

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Format:
Book
Author/Creator:
Gardiner, Brandon, author.
Series:
Quick answers to common problems.
Quick Answers to Common Problems
Language:
English
Subjects (All):
Video games--Software.
Video games.
Physical Description:
1 online resource (212 p.)
Edition:
1st ed.
Place of Publication:
Birmingham, England ; Mumbai, [India] : Packt Publishing, 2015.
Summary:
Over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system Key Features1.Design and develop game elements that can be used alone or stacked to enhance your gaming experience2.Explore extensions that can unlock GameMaker: Studio’s true potential to create complex games3.A recipe-based, easy-to-follow guide to take your GameMaker skills to the next levelBook DescriptionGameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms. This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights. It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX. By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.What you will learnSet up player control schemes of various types, such as touch controls and a gamepadCreate your own physics sandboxGet accustomed to advanced player movementImplement music and 3D sound in your gamesUtilize GameMaker's GUI layers to create exciting gamesGenerate adjustable game settings and save systemsAdd depth to your game with lighting and special effectsWho this book is forThis book is intended for GameMaker: Studio enthusiasts who are looking to add more substance and improve their content. If know your way around the program and have some basic GML skills but want to take them further, then this book is for you.
Contents:
Cover ; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Game Plan - Creating Basic Gameplay ; Introduction; Animating a sprite; Moving your player; Adding projectiles; Creating hazards; Programming basic enemies; Setting up player health and lives; Creating scoring mechanism; Creating win/lose scenarios; Chapter 2: It's Under Control - Exploring Various Control Schemes ; Introduction; Creating 2D movement; Adding a Run button; Making your character jump; Using a point-and-click interface; Following the cursor
Setting up a controllerUtilizing analogue joystick acceleration; Adding tap control; Using swipes; Moving characters or objects by tilting a device; Chapter 3: Let's Move It - Advanced Movement and Layout ; Introduction; Dragging onscreen objects; Dragging objects on a grid; Moving a character on a grid; Setting a path; Creating enemy pathfinding; Controlling a character with a mouse and keyboard; Chapter 4: Let's Get Physical - Using GameMaker's Physics System ; Introduction; Creating objects that use physics; Alternating gravity; Applying force via magnets; Creating a moving platform
Making a ropeChapter 5: Now Hear This! - Music and Sound Effects ; Introduction; Importing and playing background music; Implementing situational sound effects; Adding sound emitters and listeners; Adjusting the listener orientation; Replicating the Doppler effect with emitters; Chapter 6: It's All GUI! - Creating Graphical User Interface and Menus ; Introduction; Setting up a basic HUD with code; Making your HUD scalable; Using the GUI layer in full screen mode with views; Adding a title screen; Creating splash pages; Adding a game over screen; Chapter 7: Saving the Day - Saving Game Data
IntroductionCreating game settings; Making a pause screen; Saving player selection and score; Encrypting and decrypting save data; Chapter 8: Light 'em up! - Enhancing Your Game with Lighting Techniques ; Introduction; Creating a room with a light switch; Lighting objects with a spot light; Changing day to night; Creating a flashlight; Making a flickering torch; Chapter 9 : Particle Man, Particle Man - Adding Polish to Your Game with Visual Effects and Particles; Introduction; Using particles to simulate kicking up dust; Simulating rainfall; Creating an explosion; Adding screen-shake
Using slow motionChapter 10 : Hello, World - Creating New Dimensions of Play Through Networking; Introduction; Basic networking; Online play; Connecting a client to a server; Setting up asynchronous play for a turn-based game; Index
Notes:
Description based upon print version of record.
Includes bibliographical references at the end of each chapters and index.
Description based on online resource; title from PDF title page (ebrary, viewed May 31, 2017).
ISBN:
9781784397135
178439713X
OCLC:
1491309960

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