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GameMaker cookbook : over 50 hands-on recipes to help you build exhilarating games using the robust GameMaker system /

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Gardiner, Brandon (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, 2015.
Colección:Quick answers to common problems.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover ; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Game Plan
  • Creating Basic Gameplay ; Introduction; Animating a sprite; Moving your player; Adding projectiles; Creating hazards; Programming basic enemies; Setting up player health and lives; Creating scoring mechanism; Creating win/lose scenarios; Chapter 2: It's Under Control
  • Exploring Various Control Schemes ; Introduction; Creating 2D movement; Adding a Run button; Making your character jump; Using a point-and-click interface; Following the cursor.
  • Setting up a controllerUtilizing analogue joystick acceleration; Adding tap control; Using swipes; Moving characters or objects by tilting a device; Chapter 3: Let's Move It
  • Advanced Movement and Layout ; Introduction; Dragging onscreen objects; Dragging objects on a grid; Moving a character on a grid; Setting a path; Creating enemy pathfinding; Controlling a character with a mouse and keyboard; Chapter 4: Let's Get Physical
  • Using GameMaker's Physics System ; Introduction; Creating objects that use physics; Alternating gravity; Applying force via magnets; Creating a moving platform.
  • Making a ropeChapter 5: Now Hear This!
  • Music and Sound Effects ; Introduction; Importing and playing background music; Implementing situational sound effects; Adding sound emitters and listeners; Adjusting the listener orientation; Replicating the Doppler effect with emitters; Chapter 6: It's All GUI!
  • Creating Graphical User Interface and Menus ; Introduction; Setting up a basic HUD with code; Making your HUD scalable; Using the GUI layer in full screen mode with views; Adding a title screen; Creating splash pages; Adding a game over screen; Chapter 7: Saving the Day
  • Saving Game Data.
  • IntroductionCreating game settings; Making a pause screen; Saving player selection and score; Encrypting and decrypting save data; Chapter 8: Light 'em up!
  • Enhancing Your Game with Lighting Techniques ; Introduction; Creating a room with a light switch; Lighting objects with a spot light; Changing day to night; Creating a flashlight; Making a flickering torch; Chapter 9 : Particle Man, Particle Man
  • Adding Polish to Your Game with Visual Effects and Particles; Introduction; Using particles to simulate kicking up dust; Simulating rainfall; Creating an explosion; Adding screen-shake.
  • Using slow motionChapter 10 : Hello, World
  • Creating New Dimensions of Play Through Networking; Introduction; Basic networking; Online play; Connecting a client to a server; Setting up asynchronous play for a turn-based game; Index.