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GameMaker Programming By Example

| £28.51 | €32.71 | Ca$49.41 | Au$49.34
by Brian Christian & Steven Isaacs
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GameMaker Programming By Example by Brian Christian & Steven Isaacs

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.

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

With game development becoming more and more popular, GameMaker: Studio provides modern tools for new and experienced developers alike to rapidly create computer games. More and more developers are taking advantage of its many easy-to-use features in order to create games that meet modern standards.

This book is an excellent resource for developers with any level of experience of GameMaker: Studio. At the start, we'll provide an overview of the basic use of GameMaker: Studio, and show you how to 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 will have mastered lots of powerful techniques that can be utilized in various 2D games.

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Ebook Details
Pages: 212
Size: 3.0 MB
Publisher: Packt Publishing
Date published:   2015
ISBN: 2370007241385 (DRM-EPUB)

DRM Settings
Copying:not allowed
Printing:not allowed
Read Aloud:  not allowed

This product is listed in the following categories:

Nonfiction > Computers > Programming Languages
Nonfiction > Computers > Computer Graphics > Game Programming
Nonfiction > Computers > Desktop Applications

These authors have products in the following categories:

Nonfiction > Science
Nonfiction > Psychology > Cognitive Psychology
Nonfiction > Philosophy
Nonfiction > Computers > Programming Languages
Nonfiction > Computers > Computer Graphics > Game Programming
Nonfiction > Computers > Desktop Applications
Nonfiction > Computers > Computer Science
Nonfiction > Business & Economics > Decision Making & Problem Solving
Nonfiction > Science > Cognitive Science

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