Game development with Construct 2 : from design to realization /
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...
Clasificación: | Libro Electrónico |
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Autores principales: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[United States] :
Apress,
2017.
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.