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EBSCO_ocn794903781 |
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OCoLC |
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120604s2012 enk o 000 0 eng d |
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|a 968012716
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|a 9781849516617
|q (electronic bk.)
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|a 1849516618
|q (electronic bk.)
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|a 9781849516617
|b Packt Publishing Pvt. Ltd
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|a UAMI
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1 |
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|a Bigelow, Daven.
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|a Construct game development beginner's guide /
|c Daven Bigelow.
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|a Birmingham :
|b Packt Pub.,
|c Ã2012.
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300 |
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|a 1 online resource (298 pages)
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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|a text file
|2 rda
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|a This is a beginner's guide with plenty of screenshots and step-by-step instructions. Through three sample games, the reader will learn about practically creating games with Construct. If you have thought of making a game of your own, this book is for you. All you need to know is that you can and how to operate a computer!
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|a Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action -- getting Construct Classic up and running; Step two: creating a game project; Time for action -- starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action -- clicking our way around Construct Classic; The layout editor; The properties box; The event editor.
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|a The animator boxThe layers box; The final step: an introduction to objects; Time for action -- creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action -- creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action -- make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action -- adding attributes to our objects.
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|a Behaviors: teaching objects how to actTime for action -- getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action -- giving our player a life; Textboxes: giving the player a heads-up; Time for action -- showing our player their health and score; Events: setting the rules and goals of a game; Time for action -- very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action -- making the game winnable; Overlapping versus collision; Set activated.
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|a Set animationAvoid the hazards; Time for action -- bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action -- adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action -- creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action -- add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music.
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|a Time for action -- play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action -- adding sounds; Exporting our game; Time for action -- exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action -- creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action -- creating and using Event sheets and groups; Adding a physical force.
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|a Time for action -- creating forces.
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Computer games
|x Programming.
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650 |
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|a Jeux d'ordinateur
|x Programmation.
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|a GAMES
|x Video & Electronic.
|2 bisacsh
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|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
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