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|a Cossu, Sebastiano M.
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|a Game Development with GameMaker Studio 2 :
|b Make Your Own Games with GameMaker Language /
|c Sebastiano M. Cossu.
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|a Berkeley, CA :
|b Apress L.P.,
|c 2019.
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|a 1 online resource (543 pages)
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|a Print version record.
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|a Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Overview; The right tool for the job; What is GameMaker Studio 2?; About Game Design; About coding; How to use this book; Additional content; Pricing; Installing GameMaker Studio 2; Installing from YoYo's web site; Windows; Mac; Installing from Steam; Ubuntu; Chapter 2: Hello, World!; Right Sidebar; Sprites; Objects; Events; Code; Tile sets; Fonts; Rooms; Hello, GML!; Create event; Introducing variables; Left Pressed (Mouse) event; Draw; Chapter 3: Card Game (Part 1); The design
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|a A Game Design Document primerMemory GDD; Rules; Game flow; Similar games; Game modes; Target audience; Target system; Assets; spr_cardback; spr_rain; From GDD to development; Cards; Implementation; Array; An array of sprites; if-then-else; switch; Deck; Fantastic data structures and where to find them; Stack; Queue; List; Map; Priority Queue; Grids; Designing decks; Code loops; Repeat; While; Do-until; For; Making decks; Every day I'm shuffling; How do functions function?; GML functions; Shuffle cards code; Chapter 4: Card Game (Part 2); Finite-state Machines (FSMs)
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|a From State machine to codeA matter of time; Play to win!; Chapter 5: Fixed Shooter; History of the genre; Space Gala (GDD); Story and setting; Gameplay; Victory conditions; Controls; Menu; Pacing; Enemies; Game modes; Level 1; Similar games and influences; Target audience; From GDD to the game; Assets; spr_player; spr_bullet_player; spr_life; spr_enemy_red; spr_background; fnt_score; fnt_messages; rm_level_1; Making features, not objects; Movements; Shooting; Designing rm_level_1; Game states; Making HUDs; What about victory?; Menu; Chapter 6: Shoot 'Em Up!; Fixed vs. scrolling shoot 'em up!
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|a Space Gala v. 2.0 (GDD)Story and setting; Gameplay; Victory conditions; Controls; Menu; Pacing; Enemies; Game modes; Level 1; Level 2; Similar games and influences; Target audience; Assets; Sounds; Cameras and viewports; Designing color-switching; Inheritance; Color shooting; More enemies; Ain't nothing but the blues; Walkers on paths; Unidentified Flying ... Instance!; Super-attack; How to design a good shmup level; Boss fighting; Conclusion; Chapter 7: Designing Bosses; Teaching and experimenting; Motivation!; How can we use this?; Chapter 8: Single-Screen Platformer; Cherry Caves
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|a Story and settingGameplay; Victory condition; Controls; Enemies; Assets; Sprites; Fonts; Sounds; How to create a hero; Setting the boundaries; Everything that goes up comes down; Get a jump on!; Climbing the ladder; Controlling the game flow; HUD; How to die; Cherry-picking; Through cherries, to the star; Level design: The art of creating worlds; Check the jumps; Hard is good, too hard is not; Make it nice; Don't make it too easy!; Designing caves; Level 2!; Chapter 9: Scrolling Platformer; Story and setting; Gameplay; Victory condition; Items; Controls; Enemies; Attack; Miscellaneous
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|a Similar games
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|a Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development. Author Sebastiano Cossu teaches you to design levels in your games, draw sprites to populate your virtual worlds, program game objects for interaction with the player, incorporate custom music and sound effects, build GUIs for your menus and game interfaces, and support keyboard, mouse, and gamepad controls in your projects. He shows you how to build cross-platform games to run on all desktop platforms (Windows, Linux, Mac OS) and publish them on the most popular game stores such as Steam, GOG, Humble Store, and Itch.io. What You'll Learn Create games for different genres Master GameMaker Language (GML) programming Apply game design principles Delve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required.
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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|a Video games
|x Programming.
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|a Video games
|x Design.
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|a Jeux vidéo
|x Programmation.
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|a Video games
|x Programming
|2 fast
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|a Video games
|x Design
|2 fast
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|i Print version:
|a Cossu, Sebastiano M.
|t Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language.
|d Berkeley, CA : Apress L.P., ©2019
|z 9781484250099
|
856 |
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|z Texto completo (Requiere registro previo con correo institucional)
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