GameMaker Programming By Example - Brian Christian & Steven Isaacs

GameMaker Programming By Example

By Brian Christian & Steven Isaacs

  • Release Date: 2015-12-28
  • Genre: Computers

Description

Master the development of 2D games by learning to use the powerful GameMaker Language and tools provided by the GameMaker: Studio workspace and engine! About This Book • Rapidly develop games using the powerful yet easy easy-to to-use GameMaker: Studio engine • Comprehensive: This is a comprehensive guide to help you learn and implement GameMaker’s features. • Go through step-by-step tutorials to design and develop unique games Who This Book Is For If you have at least some basic programming experience of JavaScript or any other C-like languages, then this book will be great for you. No experience beyond that is assumed. If you have no game development experience and are looking for a hobby, are an experienced game developer looking to master some advanced features, or fit anywhere in that spectrum, then you will find GameMaker: Studio and this book to be very useful in helping you create exciting games. What You Will Learn • Understand the GameMaker: Studio interface and tools to quickly create the various assets used in your games • Translate some of the GameMaker: Studio drag and drop functions to the GameMaker language • Create games with random elements for exciting gameplay • Use the basic GameMaker file I/O and encryption systems • Utilize the GameMaker networking functions to create multiplayer games • Give AI routines to your enemies to make challenging gameplay • Create particle systems to give your game exciting graphics • Understand the various debugging techniques available in GameMaker: Studio In Detail This book is excellent resource for developers with any level of experience of GameMaker. At the start, we’ll provide an overview of the basic use of GameMaker: Studio, and show you how to set up a basic game where you handle input and collisions in a top-down perspective game. We continue on to showcase its more advanced features via six different example projects. The first example game demonstrates platforming with file I/O, followed by animation, views, and multiplayer networking. The next game illustrates AI and particle systems, while the final one will get you started with the built-in Box2D physics engine. By the end of this book, you have mastered lots of powerful techniques that can be utilized in various 2D games. Style and approach A This step-by-step guide that follows and with details ons different topics throughout the creation of various examples.

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