Construct 2 Game Development by Example. (Record no. 37376)
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000 -LEADER | |
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fixed length control field | 06914nam a22004933i 4500 |
001 - CONTROL NUMBER | |
control field | EBC1719891 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240729122846.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240724s2014 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781849698078 |
Qualifying information | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9781849698061 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC1719891 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL1719891 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr10887718 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL621545 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)882610594 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | GV1469.3.B87 2014eb |
082 0# - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 794.8 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Bura, John. |
245 10 - TITLE STATEMENT | |
Title | Construct 2 Game Development by Example. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Birmingham : |
Name of producer, publisher, distributor, manufacturer | Packt Publishing, Limited, |
Date of production, publication, distribution, manufacture, or copyright notice | 2014. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2014. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (246 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Intro -- Construct 2 Game Development by Example -- Table of Contents -- Construct 2 Game Development by Example -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Getting Started with Construct 2 -- Downloading and installing Construct 2 -- What do the numbers mean? -- Coding in Construct 2 -- Working with visual programming languages -- Layout and event sheets -- Sprites -- Summary -- 2. Inputs and Controls -- Getting started with inputs and controls -- Keyboard inputs -- Inserting a new keyboard object -- Adding functionality to the keyboard object -- Setting the keyboard key -- Controlling the sprite with the keyboard -- Setting up the direction of the sprite's movement -- Setting keys for other directions -- Testing the keyboard controls -- Making the sprite move constantly -- Changing the sprite's speed -- Keeping the sprite onscreen -- Mouse inputs -- Adding mouse functionality -- Setting up the Every tick command -- Rotating the sprite to the mouse location -- Facing the sprite towards the mouse point -- Touch control inputs -- Summary -- 3. Variables and Arrays -- Introducing variables -- Number variables -- Integer variables -- Real variables -- String variables -- Boolean variables -- Other variables -- Declaring variables -- Writing variables in code -- Variables in JavaScript -- Examining JavaScript code -- Variables in Construct 2 -- Adding a variable -- Creating a global variable -- Creating a score variable -- Adding a variable to a sprite -- Creating a health variable -- Introducing arrays. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Adding an array in Construct 2 -- Checking an array's properties -- Setting data and adding variables -- Checking an array for data -- Summary -- 4. Game Mechanics -- Introducing game mechanics -- Game mechanics in Construct 2 -- Setting up a game mechanics project -- Adding a game mechanics behavior to a sprite -- Giving a sprite 8Direction movement -- Editing the properties of a behavior -- Creating a speed power-up -- Inserting the power-up object -- Adding a collision event -- Destroying the power-up on collision -- Increasing the player sprite's speed -- Setting the duration of the speed boost -- Restoring the player's speed to normal -- Summary -- 5. Making a Simple Shooter -- Starting the project -- Controlling a sprite with the keyboard -- Organizing the event sheet -- Adding mouse controls -- Making the player shoot -- Adding the enemy -- Destroying the enemy -- Adding a spawner -- Summary -- 6. Making a Tower Defense Game -- Starting the project -- Creating a spawn point -- Laying out the level -- Setting up the turrets -- Adding enemies and projectiles -- Rotating the turret -- Firing the turret -- Setting up the path for the enemy -- Setting up an enemy wave -- Summary -- 7. Making a Puzzle Physics Game -- Starting the project -- Setting the background layer -- Adding the cannon -- Adding sprites -- Adding functionalities -- Rotating the cannon -- Creating a cannonball -- Spawning the cannonball -- Creating the spawning image point -- Adding physics -- Applying force at an angle -- Setting cannonballs to fire one at a time -- Setting the viewpoint to follow the cannonball -- Making an immovable ground -- Reloading the cannon -- Adding the blocks -- Destroying the cannonball on a complete stop -- Delaying cannonball destruction -- Designing our level -- Changing block density -- Adding the goal balls -- Destroying the goalBall sprite. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Adding particles -- Adjusting the particle settings -- Adding particles when goalBall is destroyed -- Tracking the score -- Adding text objects to the HUD -- Spawning the textbox -- Correcting the spawning angle -- Expanding the HUD -- Anchoring the HUD to the camera -- Setting up an HUD cannonball tracker -- Finalizing the game -- Losing the game -- Restarting the game on Game Over -- Winning the game -- Summary -- 8. Exporting Your Game -- Exporting games in Construct 2 -- Setting up a Dropbox account -- Exporting to an HTML5 website -- Choosing the template for your HTML5 export -- Assessing the contents of the game folder -- Uploading and sharing a game with Dropbox -- Other places to export your game -- Exporting to Chrome Web Store -- Exporting to Scirra Arcade -- Exporting to Kongregate -- Exporting to PhoneGap -- Exporting to Intel XDK -- Exporting to CocoonJS -- Exporting for Windows Phone 8 -- Exporting to Tizen -- Exporting for the Amazon Appstore -- Exporting for Windows 8 -- Exporting to Open Web App -- Exporting to Node-Webkit -- Summary -- A. Where to Go from Here -- Index. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | This book uses practical examples to teach readers, and imparts the key skills and techniques of working in Construct 2 through building complete game projects. This book is for complete beginners who have always wanted to learn how to make games and have never tried. It is the perfect introduction to game development, design, and production. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Construct 2. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Video games -- Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer games -- Design. |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Main entry heading | Bura, John |
Title | Construct 2 Game Development by Example |
Place, publisher, and date of publication | Birmingham : Packt Publishing, Limited,c2014 |
International Standard Book Number | 9781849698061 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1719891">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1719891</a> |
Public note | Click to View |
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