The Game Programming Starter Series: Learn to Write a Very Simple Shoot'em Up Using Game Maker Studio


Book Description

This book covers Game Maker Studio 1. Using GM Studio, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on simple shoot-them-up game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. Book TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS 13 LESSON 1 - CREATING NEW OBJECTS 15 LESSON 1 CON'T - BACKGROUND IMAGE 20 LESSON 1 CON'T - FREE ARTWORKS 24 LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28 LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32 LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 42 SAMPLE SET 1 48 SAMPLE SET 2 49 LESSON 4 - THE CONCEPT OF COLLISION MASK 52 LESSON 5 - MANIPULATING OBJECT MOVEMENT AND POSITION 55 LESSON 6 - MORE SCROLLING EFFECTS 62 LESSON 7 - MORE SCROLLING OBJECTS AND COLLISIONS 65 LESSON 8 - SHOOTING ACTIONS 68 WHAT IS NEXT? 74




STEM Education Series


Book Description

This book covers Game Maker Studio V2. Using GM Studio, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book is an easy-read that tries to get you started real quick. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.Game Maker Studio is a very special game engine because it is a hybrid drag-and-drop and scripting platform - it does not rely solely on drag drop. There are places where scripting is necessary to get things done. Scripting is more complicated but is way more flexible and powerful. The beautiful thing here is that you do not write script from ground zero to produce a game. You use drag and drop to produce the basic structure of your game, then use very simple scripts to give the finishing touch. Our demo material includes scripts, to show you minimum degree of scripting to achieve our purposes.




The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up


Book Description

Using Construct 2, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 7 THE TARGET PLATFORM 8 TOOLS AND RESOURCES 9 LESSON 1 - THE CONCEPT OF OBJECTS 12 LESSON 2 - THE CONCEPT OF ON-SCREEN COORDINATES 16 LESSON 2 CON'T - LAYOUT AND LAYERS 21 LESSON 3 - ACCEPTING USER INPUT 25 LESSON 3 CON'T - ABOUT THE EVENT SHEET 28 LESSON 3 CON'T - PROCESSING USER INPUT 30 LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 37 LESSON 5 - SPAWNING NEW OBJECTS 41 LESSON 6 - USING RANDOM FUNCTION 46 LESSON 7 - CONFIGURING BULLET MOVEMENT 48 WALKING THROUGH THE SAMPLE AND EXERCISE SET 50 WHAT IS NEXT? 63




The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up


Book Description

Using Clickteam Fusion, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 7 THE TARGET PLATFORM 8 TOOLS AND RESOURCES 9 LESSON 1 - THE CONCEPT OF OBJECTS 14 LESSON 2 - THE CONCEPT OF SCREEN COORDINATES 17 LESSON 3 - ACCEPTING USER INPUT 24 LESSON 3 CON'T - ABOUT THE EVENT EDITOR 27 LESSON 3 CON'T - PROCESSING USER INPUT 30 LESSON 3 CON'T - MORE ABOUT THE EVENT EDITOR 33 LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 37 WALKING THROUGH EXERCISE SET 1 44 LESSON 5 - MANIPULATING OBJECTS 54 LESSON 6 - SPRITES AND ANIMATION SEQUENCES 57 WALKING THROUGH EXERCISE SET 2 60 LESSON 7 AND EXERCISE SET 3 65 LESSON 8 AND EXERCISE SET 4 70 ADDING SOUND EFFECTS AND MUSIC 78 WHAT IS NEXT? 79




The Game Programming Starter Series


Book Description

Using Stencyl, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. Book TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 13 LESSON 1 CON'T - OBJECT INTERACTION 17 LESSON 1 CON'T - CREATING NEW ACTORS 18 LESSON 1 CON'T - BACKGROUND AND SCROLLING 25 LESSON 1 CON'T - TILESETS 29 LESSON 1 CON'T - FREE ARTWORKS 32 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 33 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 34 LESSON 2 CON'T - SCENE AND BOUNDARIES 37 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 39 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 43 LESSON 3 CON'T - BEHAVIORS 47 LESSON 3 CON'T - OBJECT INTERACTIONS 49 SAMPLE SET 1 54 SAMPLE SET 2 67 SAMPLE SET 3 75 WHAT IS NEXT? 86




STEM Education Series


Book Description

Using Construct, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.




The Game Programming Starter Series: Learn to Write a Very Simple Tank Game Using Game Maker Studio


Book Description

This book covers Game Maker Studio 1. Using GM Studio, you will learn how to make a basic tank game with this book and the free resources that come with it.Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on simple 2-player tank game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.TOC:LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 8THE TARGET PLATFORM 9TOOLS AND RESOURCES 10LESSON 1 - THE CONCEPT OF OBJECTS 13LESSON 1 - CREATING NEW OBJECTS 15LESSON 1 CON'T - BACKGROUND IMAGE 20LESSON 1 CON'T - FREE ARTWORKS 24LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38LESSON 3 - ACCEPTING USER INPUT 40LESSON 3 CON'T - PROCESSING USER INPUT 42SAMPLE SET 1 48SAMPLE SET 2 49LESSON 4 - THE CONCEPT OF COLLISION MASK 52LESSON 5 - MANIPULATING INITIAL OBJECT POSITION 55LESSON 6 - MANIPULATING OBJECT MOVEMENT 62LESSON 7 - ADDING A SECOND PLAYER 64LESSON 8 - BULLET AND SHOOTING 70WHAT IS NEXT? 82




STEM Education Series


Book Description

Using Clickteam Fusion, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.




The Game Programming Starter Series: Learn to Write a Simple Jump and Run Using Game Maker Studio


Book Description

This book covers Game Maker Studio 1. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines.This book focuses on simple jump and run game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick.We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.TOC:LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 8THE TARGET PLATFORM 9TOOLS AND RESOURCES 10LESSON 1 - THE CONCEPT OF OBJECTS 13LESSON 1 - CREATING NEW OBJECTS 15LESSON 1 CON'T - BACKGROUND IMAGE 20LESSON 1 CON'T - FREE ARTWORKS 24LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38LESSON 3 - ACCEPTING USER INPUT 40LESSON 3 CON'T - PROCESSING USER INPUT 42SAMPLE SET 1 48SAMPLE SET 2 49LESSON 4 - THE CONCEPT OF COLLISION MASK 52LESSON 5 - MANIPULATING OBJECT MOVEMENT, GRAVITY AND POSITION 56LESSON 6 - SOUND EFFECT IN ACTION 66LESSON 7 - ANIMATION SEQUENCE 68LESSON 8 - COLLISIONS DETECTION IN-DEPTH 70WHAT IS NEXT? 74




The Game Programming Starter Series: Learn to Write a Very Simple Pong Game Using Game Maker Studio


Book Description

Using GM Studio, you will learn how to make a basic pong game with this book and the free resources that come with it.Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on simple pong game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 8THE TARGET PLATFORM 9TOOLS AND RESOURCES 10LESSON 1 - THE CONCEPT OF OBJECTS 13LESSON 1 - CREATING NEW OBJECTS 15LESSON 1 CON'T - BACKGROUND IMAGE 20LESSON 1 CON'T - FREE ARTWORKS 24LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38LESSON 3 - ACCEPTING USER INPUT 40LESSON 3 CON'T - PROCESSING USER INPUT 42SAMPLE SET 1 48SAMPLE SET 2 49LESSON 4 - THE CONCEPT OF COLLISION MASK 52LESSON 5 - MANIPULATING OBJECT MOVEMENT AND POSITION 56LESSON 6 - COLLISIONS DETECTION IN ACTION 64LESSON 7 - KEEPING TRACK OF HEALTH AND ENEMY COUNTS 67WHAT IS NEXT? 74