
Game Development with GameMaker
Description
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Create games from start to finish while learning game design and programming principles using the GameMaker. Game Development with GameMaker covers all aspects of game design and development from the initial idea to the final release. You will learn how to make a 2D game from start to finish using GameMaker covering important features and topics related to game development.
The book will cover design and development of a top-down action game from start to finish leveraging on best practices according to the current state of the industry's standards. It will cover all the building blocks of 2D game development: movements, combat, AI, UI, level design, inventory, power ups, etc. This edition also aims to implement the many changes that has come to GameMaker: new features as well as best practices.
You Will
Master GameMaker Language (GML) programming
Apply game design principles and programming patterns
Learn about 2D game development techniques and best practices
Review the visual programming tool of GameMaker
Who This Book is For
Game enthusiasts interested in game development and design with GameMaker would benefit from the book. No prior programming experience is required.
More details
Other editions
Additional editions

Person
Sebastiano Michele Cossu is a software engineer and game developer currently employed in Electronic Arts. Video games have always been his greatest passion and he began studying game development at an early age. Sebastiano started working with GameMaker in 2002 and has worked with every version of the software since then.
He is the the author of Game Development with GameMaker Studio 2 and Game AI with Unity, both published by Apress.
Content
Chapter 1: Overview.- Chapter 2: Hello world.- Chapter 3: Card Game (Part 1).- Chapter 4: Card Game (Part 2).- Chapter 5: Fixed Shooter.- Chapter 6: Shoot 'Em Up!.- Chapter 7: Designing Bosses.- Chapter 8: Single-Screen Platformer.- Chapter 9: Scrolling Platformer.- Chapter 10: Designing Platformers.- Chapter 11: Metroidvania (Part 1. - Chapter 12: Metroidvania (Part 2).- Chapter 13: Extra: Artificial Intelligence.- Chapter 14: Designing Fun Games.- Chapter 15: What's Next?.
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.