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Learning Construct 2.

Construct 2 is one of the most accessible 2D game development tools available. With its easy-to-use editor, you can create brilliant, stunning, and impressive games even if you're just starting out. Construct 2 takes care of all the technical details and lets you focus on the exciting bit, desi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Subagio, Aryadi
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2014.
Temas:
Acceso en línea:Texto completo

MARC

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520 |a Construct 2 is one of the most accessible 2D game development tools available. With its easy-to-use editor, you can create brilliant, stunning, and impressive games even if you're just starting out. Construct 2 takes care of all the technical details and lets you focus on the exciting bit, designing your game. Packed with practical and accessible examples, this guide will empower you to become a top game developer. With an introduction to the highly effective Construct 2 interface, you will learn immediately how to make great game design documents and build in random generation, as well as popular and vital game concepts. Learning Construct 2 will arm you with all the knowledge, tips, and tricks to make you stand out in the world of game development, producing enjoyable games quickly. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Downloading and Understanding Construct 2; About Construct 2; Downloading Construct 2; Walking through the installation of Construct 2; Navigating through Construct 2; Creating game objects; Adding layers; Sorting the z-order; Layer properties; Saving your project; What is an event system?; Reading an event system; Writing events; Creating a variable; Using a license; Summary; Chapter 2: Creating Your First Game Design; Defining a game 
505 8 |a Making your own challenges in a gameRewarding your players; Ending the loop; Examples of games for Construct 2; Drawing the flow of the game; Making game mechanics; Creating game rules; Main game phases; Understanding the fun factor; More references for game design; Game-design template; Game-design books; Summary; Chapter 3: Creating Diverse Player Experiences with a Flappy Bird Clone; How Flappy Bird works; Understanding random generation; Flappy Bird game design; Making our own Flappy Bird game; Adding the layers; Adding a Sprite object; Using image points; Setting the collision polygon 
505 8 |a Enabling the plane to fall and collideMaking it tap to flap; Using instance variables; Using the timer behavior; Stopping the rotation; Learning random generation; Making the ground scroll; Picking objects for actions; Creating random obstacles; Adding collectibles; Completing our code; Summary; Chapter 4: Making a Breakout Clone; Creating the design; Designing the reward system; Setting up our layout; Using a tiled background object; Moving the paddle in only two directions; Making the ball bounce; Adding the blocks; Destroying blocks; Setting up the power up blocks; Writing an expression 
505 8 |a Understanding constant variablesAdding sub-events; Changing a game object's state; Adding more states; Ending a game; Losing by time; Losing by life; Calculating the score; Comparing an expression; Killing the bug; Summary; Chapter 5: Making a Platformer Game; Preparing the level; Setting up the character; Moving the character; Changing the animations; Making the camera follow the player; Jumping through platforms; Moving to another level; Hitting the coin box; Learning about physics; Forces, impulses, torques, and joints; Adding a puzzle element 
505 8 |a Moving our character with the Physics behaviorChanging the properties of the rock; Selecting an object via its UID; Joining two objects; Types of physics engines in Construct 2; Summary; Chapter 6: Creating a Space-shooter Game; Setting the stage; Scrolling the stage; Creating the enemy; Deleting offscreen objects; Making the player shoot at enemies; Adding the particle effects; Storing data in Construct 2; Getting to know arrays; Understanding elements of an array; One-dimensional and multidimensional arrays; Storing data in a dictionary; Comparison between arrays and dictionaries 
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