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|a Stemkoski, Lee,
|e author.
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|a Game development with Construct 2 :
|b from design to realization /
|c Lee Stemkoski, Evan Leider.
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|a [United States] :
|b Apress,
|c 2017.
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264 |
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|a New York, NY :
|b Distributed to the Book trade worldwide by Springer
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|c ©2017
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300 |
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|a 1 online resource
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|a At a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Foreword; Introduction; Chapter 1: Getting Started with Construct 2; About the Construct 2 Game Engine; Downloading and Installing; The User Interface; Saving, Previewing, and Exporting Games; Summary; Chapter 2: Starfish Collector; Project Setup; Sprites; Events; Behaviors; Ending the Game; Side Quests; Solid Objects; Value-Based Animations; On Your Own; Summary; Chapter 3: Space Rocks; Introduction; Spaceship Movement; Lasers and Rocks; Thrusters and Explosions; Teleportation.
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|a Winning or Losing the GameSide Quests; Shields; UFOs; On Your Own; Summary; Chapter 4: Cleanup Challenge; Backgrounds; Animating the Player; Cars; Displaying Messages with Text Objects; Keeping Score with Global Variables; Side Quests; Randomization; On Your Own; Summary; Chapter 5: Adding Polish to Your Game; Adding Animation and Text; Mouse Input and Buttons; Audio; Menus; Alternative Controls; Changing Default Controls; Gamepad Controllers; Touchscreen Input; Summary; Chapter 6: Plane Dodger; Background Effects; The Player's Plane; Stars and Score; Enemy Planes; Side Quests; Summary.
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505 |
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|a Chapter 7: Racecar 500Introduction; Tilemaps and Level Design; Car Mechanics; Race Timer; Side Quests; Scenery; Obstacles; On Your Own; Summary; Chapter 8: Rectangle Destroyer; Introduction; Paddle, Walls, Bricks, and Balls; Game Start and End; Items; Items Affecting the Ball; Items Affecting the Paddle; Side Quests; Summary; Chapter 9: Spell Shooter; Introduction; Player Setup and Mouselook; Creatures and Vortices; Instance Variables and Waypoint Logic; Spell Shooting; Spell Charge and User Interface; Score and Game Over; Side Quests; Adding a Radar; On Your Own; Summary.
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8 |
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|a Chapter 10: Airplane AssaultPlayer, Waypoint, and Enemy Setup; Shooting and Spawning Enemies; Score, Health, Invincibility, and Game Over; Side Quests; Endless Vertical Scrolling; On Your Own; Summary; Chapter 11: Tower Defenders; Level Setup; Enemy Movement; Cannons and Bullets; Earning Cash; Cannon Purchase and Placement; Game Ending and Difficulty Ramp; Side Quests; Additional Enemy Types; Additional Cannon Types; Time Speed Control; On Your Own; Summary; Chapter 12: Maze Runman; Player Setup and Grid-Based Movement; Enemies and Intelligent Movement; Collecting Coins; Game End; Side Quests.
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505 |
8 |
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|a Adding a Jewel Bonus ItemOn Your Own; Summary; Chapter 13: Jumping Jack; Level Design; Player Setup; Ladders and Climbing; Additional Game Objects; Goal Flag; Jump-Through Platforms; Springboards; Breakable Bricks; Coins; Keys and Locked Blocks; Enemies; Side Quests; Summary; Chapter 14: Treasure Quest; Level Design; Hero Setup; Sword-Fighting Mechanics; Multiple Levels; User Interface Design; Status Display; Sign Mechanics; Items; Hearts; Coins; Bombs; The Treasure Chest; Enemies; Side Quests; Summary; Chapter 15: The Journey Continues; Continue Developing; Working on Projects.
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500 |
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|a Includes index.
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588 |
0 |
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|a Online resource; title from PDF title page (SpringerLink, viewed June 1, 2017).
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520 |
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|a Design and create video games using Construct 2. No prior experience is required. Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and action-adventure. The software is user friendly and powerful, and the games you create can be exported to run on the web, desktop computers, and smartphones. What You'll Learn Create complete functional games using the Construct 2 game engine Understand general logical structures underlying video game programs Use practical game design advice (such as visual feedback and gameplay balancing) Understand programming concepts useful throughout computer science.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Computer programming
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|2 bicssc
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|a Programming & scripting languages: general.
|2 bicssc
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650 |
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|a Graphics programming.
|2 bicssc
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|a Games development & programming.
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|a Leider, Evan,
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|i Printed edition:
|z 9781484227831
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|u https://learning.oreilly.com/library/view/~/9781484227848/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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