HTML5 Game Development with GameMaker. Experience a captivating journey that will take you from creating a full-on shoot 'em up to your first Gliwice

The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles …

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The introduction of HTML5 has revolutionized the web browser as a legitimate gaming platform with unlimited potential. Making games for the browser has never been simpler, especially with GameMaker Studio. Developers have full control over asset management, built-in systems for physics, particles and path finding. In addition, it offers a rich scripting language and extensions for developers now enabling everyone to create games and monetize them quickly and easily.HTML5 Game Development with GameMaker will show you how to make and release browser based games using practical examples. This book utilizes GameMaker's powerful scripting language allowing you to create your first game in no time. With this guide you will develop a thorough skill set and a coherent understanding of the tools to develop games of increasing complexity, gradually enhancing your coding abilities and taking them to a whole new level. The GameMaker Studio environment allows you to jump right into building browser based games quickly and releasing them online. The chapters focus on core practical elements, such as, artificial intelligence and creating challenging boss battles. This book guides you on how to use advanced features easily and effectively, these include, data structures and demonstrating how to create rigid body physics with simple explanations and visual examples. By the end of this book you will have an in-depth knowledge of developing and publishing online social browser based games with GameMaker. Spis treści: HTML5 Game Development with GameMaker Table of Contents HTML5 Game Development with GameMaker Credits About the Author About the Reviewers www.PacktPub.com Support files, eBooks, discount offers and more Why Subscribe? Free Access for Packt account holders Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the example code Errata Piracy Questions 1. Getting to Know the Studio with Your First Game Making HTML game development easy Setting up the software Our first look at the Studio The Menu The Toolbar The Resource tree The Workspace Exploring the resource editors Loading your art assets with the Sprite Properties editor The wall sprite The player sprite Creating game objects with the Object Properties editor The Wall object The Player object Creating worlds with the Room Properties editor Running the game Introducing code with the Script Properties editor Filling the scene with the Background Properties editor Bringing noise with the Sound Properties editor A little background music Controlling the game with the Overlord The collectible Writing text and the Font Properties editor Creating complex movements with the Path Properties editor Using the Time Line Properties editor to spawn collectibles Tools for debugging your games Using the HTML5 DEBUG console Using the Windows version debugger Taking a look at the JavaScript code Summary 2. Triple A' Games: Art and Audio Manufacturing art assets Understanding the image file formats Importing sprite sheets Introducing the image editor Creating backgrounds with tilesets Animating and creating sprites The illusion of action Maximize the sprite space Looping an animation Manufacturing audio Understanding the audio file formats Using the GM:S Audio engine Raising the quality bar Consistency Readability Polish Summary 3. Shoot 'em Up: Creating a Side-scrolling Shooter Coding conventions Building the player Setting up the player sprite Controlling the player object Building the bullet Firing the bullet Removing bullets from the world Constructing three little enemies Making the enemy parent Building the FloatBot Creating the SpaceMine Making the Strafer Controlling the game with the Overlord Spawning waves of enemies Building the Overlord Dealing with the life and death of the player Setting up the win condition Respawning with a Ghost object Drawing the user interface Adding the finishing details to the game Adding the game music Making the background move Creating the explosions Summary 4. The Adventure Begins Creating animated characters Simplifying the character movement Implementing a melee attack Navigating between rooms Setting up the rooms Creating Room Portals Teleporting a persistent player Bringing enemies to life Summoning the Ghost Librarian Building a wandering Brawl Creating the Coach Adding finishing details to the game Summary 5. Platform Fun Structuring systems-based code Creating gravity Building an animation system Creating a collision forecasting system Checking the keyboard Building the player Setting up the room Building a boss battle Creating the indestructible Gun Constructing the first phase: The Cannons Building the second phase: The giant LaserCannon Setting the final stage: The shielded Boss Core Winding it up Summary 6. Toppling Towers Understanding the physics engine Activating the world Defining properties with fixtures Connecting objects with Joints Applying forces to objects Building a tower toppling game Constructing the Pillars and Debris Breaking the Pillars into Debris Adding in the collision sounds Building the demolition equipment Creating a Wrecking Ball Making a Magnetic Crane Completing the game Setting the win condition Creating the Equipment Menu Constructing the towers Summary 7. Dynamic Front Ends Setting up the rooms Initializing the main menu Selecting levels with 2D arrays Preparing the Shop using data structures Rebuilding the HUD Adding risk and reward to destruction Adding introductory text to each level Saving the player's progress Understanding local storage Writing to local storage Saving multiple game profiles Summary 8. Playing with Particles Introducing particle effects Understanding particle systems Utilizing particle emitters Applying particles HTML5 limitations Adding particle effects to the game Creating a Dust Cloud Adding in Shrapnel Making the TNT explosion Cleaning up the particles Summary 9. Get Your Game Out There Releasing a game on your own site Creating the application Hosting the game Uploading the game with FTP Integrating with Facebook Adding a Facebook login button Tracking the game with Flurry Analytics Setting up Flurry Analytics Tracking events in the game Sending the data to Flurry Understanding the Analytics Making money with your games Summary Index O autorze: Jason Lee Elliott is a digital media expert with a passion for game design. He started his career as an all-purpose Artist at Konami, working his way up to the position of Lead Artist on Spawn for the Game Boy Color. Jason then returned to school to study film at the Vancouver Film School, where the shot he wrote, directed, and produced was selected as a finalist for the BC Film Director Internship Program. Games were never far away from his thoughts and with his new cinematic skills in hand, Jason returned to the industry as a Level and Game Designer at Radical Entertainment. While there, Jason became a proficient scripter, working on several acclaimed titles including Hulk, Hulk Ultimate Destruction, and The Simpsons: Hit & Run. Since 2005, Jason has been a teacher at the Art Institute of Vancouver, and is currently a senior faculty member in the Game Art and Design program. In his spare time, he develops indie games, dabbles in web and graphic design, is the webmaster for the Vancouver chapter of ACM SIGGRAPH, and occasionally blogs at jasonleeelliott.com.

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Podstawowe informacje

Autor
  • Jason Lee Elliott
Wybrane wydawnictwa
  • Packt Publishing
Format
  • PDF
  • MOBI
  • EPUB
Ilość stron
  • 364
Rok wydania
  • 2013