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Getting Started with Clickteam Fusion.

An easy-to-understand, step-by-step guide that shows you how to create 2D video games with Clickteam Fusion. You will learn the magic of game development from scratch without any knowledge of scripting languages. This book is for game enthusiasts who want to create their own 2D video games. No prior...

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

MARC

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520 |a An easy-to-understand, step-by-step guide that shows you how to create 2D video games with Clickteam Fusion. You will learn the magic of game development from scratch without any knowledge of scripting languages. This book is for game enthusiasts who want to create their own 2D video games. No prior knowledge of programming or Multimedia Fusion 2 is necessary. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Basics of Fusion; About creating a video game; Getting to know some terms about the tool; The application; The frames; The objects; The properties; The events; Conditions and actions; The basics of the Fusion user interface; The top section; The left section; The center section; The right section; The bottom section; Getting started; Summary; Chapter 2: The Editors of Fusion -- Your First Game!; The editors -- an overview; Opening and navigating through the main editors. 
505 8 |a The frame editorThe picture and animation editor; The event editor; Obstacles; Naming; Scrolling; Shoot 'em up!; Summary; Chapter 3: Movements, Animations, and Graphics; Creating animations -- how to blow up crates!; Simple particles; Clickteam movements; Non physical movements; The bouncing ball movement; The path movement; The mouse-controlled movement; The eight-directions movement; Race car; Movement extensions; Importing graphics and animations; The import options; Working with layers; Summary; Chapter 4: Using Extensions and Animations; Extensions and objects. 
505 8 |a The platform movement objectThe new movement; Colliders and character animations; Walking animation events; Summary; Chapter 5: Creating Enemy Behavior and Health Bars in the Right Resolution; Setting the resolution; Introducing a new game type -- top-down; Enemy movements; The path movement; The bouncing ball movement; Direction detection -- a basic AI; Alterable values; Interface, counters, and health bars; Going further; Summary; Chapter 6: Physics, Qualifiers, and Implementing a Soundtrack; The use of qualifiers; Integrating sound in Fusion; Place your first sounds; Jump around -- physics! 
505 8 |a Basic collisionsThe Physics movement; The Physics objects; The rope and chain object; The ground object; The joint object; The Physics playground; Summary; Chapter 7: Creating Loops and Saving Games; Creating a basic game loop; Creating a game with three frames; The start screen; The result screen; Global values; A sneak peak -- exporting your game; Saving and loading with the INI object; Saving positions; Saving a single value; Saving multiple values in items and groups; Fast loops; Summary; Chapter 8: Exporters of Fusion and Mobile Development; Exporters of Fusion; Flash (Swf); HTML 5; iOS. 
505 8 |a Android/OUYAXNA; Development for mobile devices; File size and memory usage; Mobile control objects; The accelerometer object; The joystick control object; The multiple touch object; The location object; On the other side of the screen, it all looks so easy; Summary; Index. 
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