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GameMaker : Studio for Dummies.

By: Material type: TextTextPublisher: Somerset : John Wiley & Sons, Incorporated, 2014Copyright date: ©2014Edition: 1st edDescription: 1 online resource (356 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781118852101
Subject(s): Genre/Form: Additional physical formats: Print version:: GameMakerDDC classification:
  • 794.8
LOC classification:
  • QA76.9.C65 .R384 2014
Online resources:
Contents:
Intro -- Title Page -- Copyright Page -- Contents at a Glance -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond This Book -- Where to Go from Here -- Part I: Getting Started with GameMaker: Studio -- Chapter 1: Introducing GameMaker: Studio -- Dragging and Dropping Your Way to Making a Game -- Understanding the GameMaker Language -- Publishing Games to Different Platforms -- Highlighting the Key Features of GameMaker: Studio -- Creating a Game, Step by Step -- Chapter 2: Discovering GameMaker: Studio Features and Tools -- Navigating the GameMaker Interface -- Pump Up the Volume: Adding Sounds to Your Game -- Making Things Sparkle with Sprites -- Populating Your Game with Objects -- Placing Objects in the Game Room -- Part II: Basic Tools and Techniques -- Chapter 3: Creating Events -- How to Add an Event to an Object -- The Create Event -- The Destroy Event -- The Alarm Event -- The Step Event -- The Collision Event -- The Mouse Event -- The Other Event -- The Draw Event -- The Key Events -- The Asynchronous Event -- Chapter 4: Adding Actions to Events -- How to Assign an Action to an Object -- Move Actions -- Main1 Actions -- Main2 Actions -- Control Actions -- Score Actions -- Extra Actions -- Draw Actions -- Chapter 5: Working with Views -- Using Speed and Movement with Views -- Creating a Room with a View -- Using a Controller Object to Move the View -- Reaching the End of the Room -- Positioning the Score Display in a Room with a View -- Setting Object Boundaries for Rooms with Views -- Destroying Instances When They Leave a Room -- Shooting Guided Bullets in a Room with Views -- Creating Enemy Planes in a Room with Views -- Creating Patterns of Enemy Planes in a Room with Views -- Transitioning to the Next Room -- Chapter 6: Working with Time Lines -- Creating a Time Line.
Creating a Time Line Object -- Creating the Time Line Room -- Transitioning to the Next Room with Time Lines -- Adding a Boss Battle to a Time Line -- Part III: Creating Special Effects -- Chapter 7: Using Actions to Create Special Effects with Particles -- Coding a Button to Trigger the Particles -- Using the Create Effect Action -- Using the Particle Actions and Emitters -- Chapter 8: Coding Special Effects with Particles -- Coding the Particle System and the Smoke Trail -- Coding the Simple Firework Effect -- Coding Emitters -- Coding Complex Particle Effects -- Chapter 9: Using Surfaces to Create Effects -- Understanding the Surface Function -- Creating Shadows with Surfaces -- Using Decals with Surfaces -- Lighting Effects with Surfaces -- Using Surfaces as a View -- Chapter 10: Applying Scaling -- Configuring the Global Game Settings -- Scaling to the Window -- Scaling with Draw GUI Events -- HTML5 Scaling -- Part IV: Coding Physics, Mobile Controls, and More -- Chapter 11: Coding with GameMaker Language -- Displaying Sub-Images with Code -- Adding Code to Objects -- Coding a Score Display and Lives -- Coding to Start and End Games -- Chapter 12: Using Physics -- Understanding Fixtures -- Adding Movement to an Object with Physics -- Adding Physics to Rooms -- Physics and Shooting Bullets -- Chapter 13: Creating Controls for Mobile Devices -- Putting Your Game on a Mobile Device -- Adding Simple Touch Controls -- Adding Swipe Controls -- Pinching and Zooming -- Creating Analog Sticks for Mobile Devices -- Chapter 14: Saving and Loading -- Understanding the File System -- Understanding INI Files -- Using Real Values to Save Game Options -- Using String Values to Save Game Options -- Mapping the Gameplay Keys -- Resetting the Default Keys -- Part V: The Part of Tens -- Chapter 15: Ten Tips for Game Developers -- Developing Cross-Platform Games.
Knowing Your Audience -- Monetizing Your Games -- Choosing Your Game Genre -- Making Your Game User-Friendly -- Testing Your Game -- Considering Limitations for Mobile Devices -- Thinking Big -- Expanding Your Opportunities -- Going Indie -- Chapter 16: Ten (Or So) Frequently Asked Questions about GameMaker: Studio -- What Types of Games Can I Make with GameMaker: Studio? -- Can I Run GameMaker: Studio on a Mac? -- How Do I Recover My License Key? -- How Do I Include Advertising in My Game? -- How Do I Activate In-App Purchases? -- What's Involved with Publishing My Game? -- When Is a New Feature Coming Out? -- Where Can I Get More Game-Making Tips and Tricks? -- Index -- About the Author -- Wiley End User License Agreement.
Summary: Get gaming faster with the official guide to GameMaker: Studio GameMaker: Studio allows you to create your own games, even with zero coding experience, and GameMaker: Studio For Dummies is a complete guide to the ins and outs of the program. Create the game you've always wanted to play in record time and at a fraction of the cost of traditional game development methods. You'll have the flexibility to develop 2D games for Android, iOS, desktops, and the Web. Gain a professional perspective on this revolutionary path to game creation and publishing. Using GameMaker: Studio may feel like play, but it's a serious tool that allows you to create, design, develop, and publish your very own games. With the push of a button, the program produces real, executable code for your very own "app store"-ready 2D game, complete and ready for market. GameMaker: Studio For Dummies provides complete and accurate information on how to create classic games and special effects, written in the characteristically easy-to-read Dummies style. Topics include: An overview of Studio, and how to get started The basic tools and techniques at the core of your design Advanced techniques for more seasoned game designers An inside look at what the premium upgrades have to offer GameMaker: Studio makes game design 80% faster than coding for native languages, so you can take your game from concept to market in a matter of weeks. Why waste time and money doing it any other way? Whether you already have great ideas or just want to dabble, GameMaker: Studio For Dummies is the guide that will take you straight to guru status.
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Intro -- Title Page -- Copyright Page -- Contents at a Glance -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond This Book -- Where to Go from Here -- Part I: Getting Started with GameMaker: Studio -- Chapter 1: Introducing GameMaker: Studio -- Dragging and Dropping Your Way to Making a Game -- Understanding the GameMaker Language -- Publishing Games to Different Platforms -- Highlighting the Key Features of GameMaker: Studio -- Creating a Game, Step by Step -- Chapter 2: Discovering GameMaker: Studio Features and Tools -- Navigating the GameMaker Interface -- Pump Up the Volume: Adding Sounds to Your Game -- Making Things Sparkle with Sprites -- Populating Your Game with Objects -- Placing Objects in the Game Room -- Part II: Basic Tools and Techniques -- Chapter 3: Creating Events -- How to Add an Event to an Object -- The Create Event -- The Destroy Event -- The Alarm Event -- The Step Event -- The Collision Event -- The Mouse Event -- The Other Event -- The Draw Event -- The Key Events -- The Asynchronous Event -- Chapter 4: Adding Actions to Events -- How to Assign an Action to an Object -- Move Actions -- Main1 Actions -- Main2 Actions -- Control Actions -- Score Actions -- Extra Actions -- Draw Actions -- Chapter 5: Working with Views -- Using Speed and Movement with Views -- Creating a Room with a View -- Using a Controller Object to Move the View -- Reaching the End of the Room -- Positioning the Score Display in a Room with a View -- Setting Object Boundaries for Rooms with Views -- Destroying Instances When They Leave a Room -- Shooting Guided Bullets in a Room with Views -- Creating Enemy Planes in a Room with Views -- Creating Patterns of Enemy Planes in a Room with Views -- Transitioning to the Next Room -- Chapter 6: Working with Time Lines -- Creating a Time Line.

Creating a Time Line Object -- Creating the Time Line Room -- Transitioning to the Next Room with Time Lines -- Adding a Boss Battle to a Time Line -- Part III: Creating Special Effects -- Chapter 7: Using Actions to Create Special Effects with Particles -- Coding a Button to Trigger the Particles -- Using the Create Effect Action -- Using the Particle Actions and Emitters -- Chapter 8: Coding Special Effects with Particles -- Coding the Particle System and the Smoke Trail -- Coding the Simple Firework Effect -- Coding Emitters -- Coding Complex Particle Effects -- Chapter 9: Using Surfaces to Create Effects -- Understanding the Surface Function -- Creating Shadows with Surfaces -- Using Decals with Surfaces -- Lighting Effects with Surfaces -- Using Surfaces as a View -- Chapter 10: Applying Scaling -- Configuring the Global Game Settings -- Scaling to the Window -- Scaling with Draw GUI Events -- HTML5 Scaling -- Part IV: Coding Physics, Mobile Controls, and More -- Chapter 11: Coding with GameMaker Language -- Displaying Sub-Images with Code -- Adding Code to Objects -- Coding a Score Display and Lives -- Coding to Start and End Games -- Chapter 12: Using Physics -- Understanding Fixtures -- Adding Movement to an Object with Physics -- Adding Physics to Rooms -- Physics and Shooting Bullets -- Chapter 13: Creating Controls for Mobile Devices -- Putting Your Game on a Mobile Device -- Adding Simple Touch Controls -- Adding Swipe Controls -- Pinching and Zooming -- Creating Analog Sticks for Mobile Devices -- Chapter 14: Saving and Loading -- Understanding the File System -- Understanding INI Files -- Using Real Values to Save Game Options -- Using String Values to Save Game Options -- Mapping the Gameplay Keys -- Resetting the Default Keys -- Part V: The Part of Tens -- Chapter 15: Ten Tips for Game Developers -- Developing Cross-Platform Games.

Knowing Your Audience -- Monetizing Your Games -- Choosing Your Game Genre -- Making Your Game User-Friendly -- Testing Your Game -- Considering Limitations for Mobile Devices -- Thinking Big -- Expanding Your Opportunities -- Going Indie -- Chapter 16: Ten (Or So) Frequently Asked Questions about GameMaker: Studio -- What Types of Games Can I Make with GameMaker: Studio? -- Can I Run GameMaker: Studio on a Mac? -- How Do I Recover My License Key? -- How Do I Include Advertising in My Game? -- How Do I Activate In-App Purchases? -- What's Involved with Publishing My Game? -- When Is a New Feature Coming Out? -- Where Can I Get More Game-Making Tips and Tricks? -- Index -- About the Author -- Wiley End User License Agreement.

Get gaming faster with the official guide to GameMaker: Studio GameMaker: Studio allows you to create your own games, even with zero coding experience, and GameMaker: Studio For Dummies is a complete guide to the ins and outs of the program. Create the game you've always wanted to play in record time and at a fraction of the cost of traditional game development methods. You'll have the flexibility to develop 2D games for Android, iOS, desktops, and the Web. Gain a professional perspective on this revolutionary path to game creation and publishing. Using GameMaker: Studio may feel like play, but it's a serious tool that allows you to create, design, develop, and publish your very own games. With the push of a button, the program produces real, executable code for your very own "app store"-ready 2D game, complete and ready for market. GameMaker: Studio For Dummies provides complete and accurate information on how to create classic games and special effects, written in the characteristically easy-to-read Dummies style. Topics include: An overview of Studio, and how to get started The basic tools and techniques at the core of your design Advanced techniques for more seasoned game designers An inside look at what the premium upgrades have to offer GameMaker: Studio makes game design 80% faster than coding for native languages, so you can take your game from concept to market in a matter of weeks. Why waste time and money doing it any other way? Whether you already have great ideas or just want to dabble, GameMaker: Studio For Dummies is the guide that will take you straight to guru status.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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