Game Development with GameMaker Studio 2


Book Description

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 genresMaster GameMaker Language (GML) programmingApply game design principlesDelve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required.




Learn RPGs in GameMaker: Studio


Book Description

Carry out the pre-planning, design, and programming of role playing games (RPGs) using the popular GameMaker: Studio in this very practical and fun book. Author Ben Tyers teaches you how to create a story or plotline for the RPG, apply aesthetics, and develop core and extended gameplay. Using Learn RPGs in GameMaker: Studio, you can design and build your own RPG using the GameMaker: Studio platform. Build your first game application and deploy in an app store, on Facebook, or just on a PC. Maybe, even, make a few bucks. What You'll Learn Use the GameMaker: Studio platform to design and build a role playing game Create a story for game design purposes, using a plot line and defining characters Discover the impact of aesthetics on art style, character separation, scene development, sound design and views Master core gameplay elements such as battles, exploration, scoring, and endings Work with extended gameplay elements such as collectibles, quirks, management, and saving Employ the various core and extended gameplay elements as appropriate to your RPG Who This Book Is For Game designers or developers looking to design and build their first role playing game using the GameMaker: Studio platform.




GameMaker Studio Book - RPG Design and Coding


Book Description

Learn To Make An RPG In GameMaker: Studio Details The Pre-Planning, Design & Programming Of Making An RPG In GameMaker: Studio STORY - Plot (the plot of the story) - Character Design (design of characters used by the story) - Enemy Design (the design of non-character enemies "nameless minions") - Objectives (the goals upon which the player must complete to advance the story) - Setting (will include general theme for graphics) AESTHETICS - Art-Style (what style of art the game is going to be using) - Character separation (how the player sprite is going to be drawn, using single or multiple layoured sprites) - Scening (how story progression is going to be implemented in the game (this is usually done by the use of cut-scenes) - Sound Design (which basic sound effects the game will need, footsteps can be used for a more serious tone and etc.) - View (from which angle is the player seeing the game world, first person, top down, third person, etc) CORE GAMEPLAY - Battle (the main provider of challenge in the game, Pac-Man's battle aspect is the avoidance of the ghost creatures) - Ending (how the player can achieve Game Over. By dying, completing certain objects or finishing the story) - Exploration (how players will travel the game world, by exploration or level select screens) - Messaging (how players will receive information from the game, also dialogue) - Scoring (how the scoring system of the game will work, this is also used to plan for XP in RPG games) EXTENDED GAMEPLAY - Collectables (these include secondary objectives that will be used to enhance the game's lifespan) - Management (this includes inventory, items and power ups that the player can use to increase game depth) - Mini-Games (such as the lock-picking games that many games now use) - Quirks (unique or strange game-play mechanics that you want to use to make your game stand out from the others) - Saving (saving and loading of game files to extend game life by allowing the player to enjoy multiple sit adventures) GAME ELEMENTS The Book Will Also Deal With The Following 40 Elements, From Design Considerations Through To Programming In GML: Alert Text Effect Battle System Boss Characters Battle Branching Dialogue Card Battle Character Progression Coin System Shop CutScene Dashing Day / Night Cycle Depth Based Graphics Destructible Terrain Dice Rolling Downloading Bonus Levels From Website Drivable Vehicles Enemy Path Finding Fishing Mini Game Foot Step Sounds Game End Graphical Effects Hints & Tips HUD Inventory Invincibility Mini Game & Dual View Mini Quests Multiple Locations Party Mechanics Positional Audio Puzzle Room Quest Completion Random Level Generation Respawn Points Road Builder Saving Ship Mini Game Treasure Hunting Usable Items Weapon Control Zooming




Game Programming Patterns


Book Description

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.




GameMaker: Studio 100 Programming Challenges


Book Description

Push your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, each challenge comes with an additional task to complete. Think you're a good GameMaker game application developer or programmer? Think again with this awesome book! What You'll Learn Upgrade your skills with each specific game application coding challenge Create many different game events, action or scenarios Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is For GameMaker and GameMaker: Studio users and coders.




The Game Maker's Apprentice


Book Description

The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.




The Game Maker's Companion


Book Description

The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.




The Art of Game Design


Book Description

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.




Role-Playing Game Studies


Book Description

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.




Spelunky


Book Description

A game's creation as told by its creator, perhaps the best rpimer on game design.