: Jacob Habgood, Mark Overmars
: The Game Maker's Apprentice Game Development for Beginners
: Apress
: 9781430201595
: 1
: CHF 57.50
:
: Informatik
: English
: 311
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

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.
Contents7
Foreword14
About the Authors16
About the Technical Reviewer17
About the Illustrator18
Acknowledgments19
Introduction20
Part 1 Getting Started23
Chapter 1 Welcome to Game Maker24
Installing the Software24
Registration26
The Global User Interface27
Running a Game27
How to Get More Information29
What’s Next?29
Chapter 2 Your First Game: Devilishly Easy30
Designing the Game: Evil Clutches30
Sprites31
Objects34
Rooms41
Save and Run43
Instances and Objects45
Demons, Baby Dragons, and Fireballs45
Backgrounds and Sounds54
Congratulations57
Part 2 Action Games59
Chapter 3 More Actions: A Galaxy of Possibilities60
Designing the Game: Galactic Mail60
Sprites and Sounds61
Moons and Asteroids64
Flying Around69
Winning and Losing75
Finishing Touches79
Congratulations82
Chapter 4 Target the Player: It’s Fun Being Squished83
Designing the Game: Lazarus83
An Animated Character84
A Test Environment90
Falling Boxes91
Finishing Touches96
Congratulations101
Chapter 5 Game Design: Interactive Challenges102
What Makes a Good Game?102
Interactive Challenges104
Challenges105
Interactivity109
Summary113
Part 3 Level Design115
Chapter 6 Inheriting Events: Mother of Pearl116
Designing the Game: Super Rainbow Reef116
A Game Framework118
Bouncing Starfish122
Biglegs128
Parent Power131
Lives132
Blocks135
Polishing the Game138
Congratulations141
Chapter 7 Maze Games: More Cute Things in Peril142
Designing the Game: Koalabr8142
The Basic Maze143
Save the Koala151
Creating Hazards152
Tiles155
Adding Additional Hazards158
Finishing the Game162
Congratulations163
Chapter 8 Game Design: Levels and Features164
Selecting Features164
Designing Levels169
Saving the Day175
Applying It All175
Summary178
Part 4 Multiplayer Games181
Chapter 9 Cooperative Games: Flying Planes182
Designing the Game: Wingman Sam182
Variables and Properties183
The Illusion of Motion186
Flying Planes187
Enemies and Weapons189
Dealing with Damage192
Time Lines195
More Enemies197
End Boss199
Finishing Touches201
Congratulations202
Chapter 10 Competitive Games: Playing Fair with Tanks203
Designing the Game: Tank War203
Playing with Tanks204
Firing Shells207
Secondary Weapons211
Views217
Congratulations222
Chapter 11 Game Design: Balance in Multiplayer Games223
Competition and Cooperation223
Balanced Beginnings226
Balanced Choice230
Balanced Computer Opponents232
Summary233
Part 5 Enemies and Intelligence235
Chapter 12 GML: Become a Programmer236
Hello World237
Variables239
Functions241
Conditional Statements243
Repeating Things245
Arrays248
Dealing with Other Instances250
Scripts As Functions251
Debugging Programs253
Congratulations255
Chapter 13 Clever Computers: Playing Tic-Tac-Toe256
Designing the Game: Tic-Tac-Toe256
The Playing Field257
Let the Computer Play262
A Clever Computer Opponent265
Adaptive Gameplay267
Congratulations268
Chapter 14 Intelligent Behavior: Animating the Dead269
Designing the Game: Pyramid Panic269
The Basic Framework270
Creating the Maze and the Explorer273
Expanding Our Horizons275
Reactive Behavior277
Time for Treasure!279
Movable Blocks280
Rule-Based Behavior281
Dealing with States287
Let There Be Light294
Looking to the Future299
Chapter 15 Final Words300
Creating Resources300
The Game Maker Community303
Good Luck305
Bibliography306
Index307