![]() Considerations about how to make a platformer fun and challenging will be the main topic of the chapter. This chapter will analyse the history of platformer and how they evolved in the years. ![]() Side scrolling camera, running, jumping, gravity, save system and gamepad controllerĪlso covered: game design considerations, fun factor and challenges. This will cover the second half of the game introducing new concepts. This chapter will reinforce some concepts from previous chapters like keyboard movement, score, HP, enemies, power ups, level design and attack. This chapter will cover some interesting in-depth analysis to boss fights design taking as examples real world video games that made boss fighting good (Shadow of the Colossus, Dark Souls, etc.).Ĭovering design and implementation of a platformer based on the classic Super Mario Bros. Introducing enemy AI, HP and statuses, power ups, level design boss fights.Īlso covered: game design considerations, fun factor and challenges ![]() Introducing vertical scrolling, arrow-keys movements, bullet system, enemies, score and explosions.Ĭovering the second half of the implementation of the 1942-clone game. Topics covered are: game logic, victory conditions, timers and time-based tasks, texts and GUI, fun factor in a video game, game design considerations.Ĭovering the design and first part of the implementation of an endless vertical shooter based on the famous Z80 classic by Capcom, 1942. Topics covered are: an introduction to game design documents, arrays, data structures, loops, functions, scripts and the implementation of the first part of the game (creating the deck of cards, shuffling and positioning cards in the room, flipping cards via the click of the mouse)įinishing the development of the game, plus considerations on game design and how to make a game fun. ![]() This chapter will introduce GMS2 and the main concepts around programming and software development via a simple hello world project.Ĭovering the complete design of the game and the implementation of the first half of it. This chapter will introduce the content of the book and its goals, then will do a little introcution to programming, GameMaker Studio 2, the interface of the software, how to download and install it. No prior programming experience is required. Who This Book is ForVideo game enthusiasts interested in game development and design. Master GameMaker Language (GML) programming.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. 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.Īuthor 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. You learn how to create real-world video games based on classic and legendary video game genres. 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. Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |