When you start a video game, especially a modern game, you'll often be greeted by one or several images or animations telling you who made the game (or even who made certain engines that were used to make the game). These splash pages are important to the developers because they want you to remember them when choosing your next game; if you liked the game they made, why not choose another by the same developer/publisher? Think of it as the information you see on the screen at the beginning of a movie; this recognition is important for everyone involved in making the movie happen. Now, some splash screens are simple images, such as the studio's logo or even simple text (though images are certainly more effective, in my opinion). Others involve an animated version of the studio's logo or even audio. Have you ever played an EA Sports game? When the EA logo shows up, you get an intense voice telling you "EA Sports. It's in the game!" It's the same across all EA Sports games...
GameMaker Cookbook
GameMaker Cookbook
Overview of this book
GameMaker: Studio started off as a tool capable of creating simple games using a drag-and-drop interface. Since then, it has grown to become a powerful instrument to make release-ready games for PC, Mac, mobile devices, and even current-gen consoles. GameMaker is designed to allow its users to develop games without having to learn any of the complex programming languages such as C++ or Java. It also allows redistribution across multiple platforms.
This book teaches you to harness GameMaker: Studio’s full potential and take your game development to new heights.
It begins by covering the basics and lays a solid foundation for advanced GameMaker concepts. Moving on, it covers topics such as controls, physics, and advanced movement, employing a strategic approach to the learning curve. The book concludes by providing insights into complex concepts such as the GUI, menus, save system, lighting, particles, and VFX.
By the end of the book, you will be able to design games using GameMaker: Studio and implement the same techniques in other games you intend to design.
Table of Contents (17 chapters)
GameMaker Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Game Plan – Creating Basic Gameplay
It's Under Control – Exploring Various Control Schemes
Let's Move It – Advanced Movement and Layout
Let's Get Physical – Using GameMaker's Physics System
Now Hear This! – Music and Sound Effects
It's All GUI! - Creating Graphical User Interface and Menus
Saving the Day – Saving Game Data
Light 'em up! – Enhancing Your Game with Lighting Techniques
Particle Man, Particle Man – Adding Polish to Your Game with Visual Effects and Particles
Hello, World – Creating New Dimensions of Play Through Networking
Index
Customer Reviews