Make Amazing Games , livre ebook

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2021

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418

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Many people aspire to create their own games but don't know where to start. Make Amazing Games, third edition, introduces the game creation process to the aspiring game developer with no experience or programming ability. Taking the reader step-by-step through the various stages of developing a game and using the popular "drag and drop" game creation software (a free feature limited version which is available from Steam), readers can build their very own games. Using the tutorials, the reader will complete four fully playable games including platform, bat & ball, mouse-clicker, and side-scrolling shoot-'em up, games. Other chapters cover more complex game features such as porting the game onto the Web, distribution, and publishing. This must-have book is the essential resource for anyone interested in learning game creation from beginning to end. Includes companion files with 4-color figures, game demos, graphic libraries, and source code. FEATURES:Includes a discussion of the different types of games, necessary game resources, importing graphics, and some basic programming conceptsFeatures detailed information on downloading, installing, and using the free Fusion softwareCreate four games from scratch with Fusion: a platform game, side-scroller shooter, a bat-and-ball game, and a mouse-clicker gameCovers backing up your game, debugging, marketing, distribution, and moreIncludes companion files with 4-color figures, game demos, graphic libraries, and source code.The companion files are available online by emailing the publisher with proof of purchase at info@merclearning.com.
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Date de parution

10 mars 2021

EAN13

9781683926993

Langue

English

Poids de l'ouvrage

16 Mo

MAKEAMAZINGGAMES Third Edition
LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY
By purchasing or using this book and its companion files (the “Work”), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information, files, or products contained in it. This license does not permit uploading of theWork onto the Internet or on a network (of any kind) without the written consent of the Publisher.Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the Publisher or the owner of the content, etc., in order to reproduce or network any portion of the textual material (in any media) that is contained in the Work.
MERCURY LEARNING AND INFORM ATION (“MLI” or “the Publisher”) and anyone involvedin the creation, writing, production, accompanying algorithms, code, or computer programs (“the software”), and any accompanying Web site or software of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of the Work. The author, develop ers, and the Publisher have used their best efforts to ensure the accuracy and functionality of the textual material and/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance of these contents or programs. The Work is sold “as is” without warranty (except for defective materials used in manufacturing the book or due to faulty workmanship). The author, developers, and the publisher of any accompanying content, and anyone involved in the composition, production, and manufacturing of this work will not be liable for damages of any kind arising out of the use of (or the inability to use) the algorithms, source code, computer programs, or textual material contained in this publication. This includes, but is not limited to, loss of revenue or profit, or other incidental, physical, or consequential damages arising out of the use of this Work. The sole remedy in the event of a claim of any kind is expressly limited to re placement of the book and only at the discretion of the Publisher. The use of “implied warranty” and certain “exclusions” vary from state to state, and might not apply to the purchaser of this product. Companion files also available for downloading from the publisher by writing to info@merclearning.com.
MAKEAMAZINGGAMES USINGFUSION2.5 Third Edition
JASONDARBY
MERCURYLEARNINGANDINFORMATION Dulles, Virginia Boston, Massachusetts New Delhi
Copyright ©2021 by MERCURYLEARNINGANDINFORM ATIONLLC. All rights reserved.
This publication, portions of it, or any accompanying software may not be reproduced in any way, stored in a retrieval system of any type, or transmitted by any means, media, electronic display or mechanical display, including, but not limited to, photocopy, recording, Internet postings, or scanning, without prior permission in writing from the publisher.
Publisher: David Pallai MERCURYLEARNINGANDINFORM ATION22841 Quicksilver Drive Dulles, VA 20166 info@merclearning.com www.merclearning.com 18002320223
J. Darby.Make Amazing Games Using Fusion 2.5, 3/E. ISBN: 9781683927006
The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks, etc. is not an attempt to infringe on the property of others.
Library of Congress Control Number: 2021933057
212223321 Printed on acidfree paper in the United States of America.
Our titles are available for adoption, license, or bulk purchase by institutions, corporations, etc. For additional information, please contact the Customer Service Dept. at 8002320223(toll free).
All of our titles are available for sale in digital format atacademiccourseware.comand other digital vendors. Companion files for this title can also be downloaded by writing toinfo@merclearning.com. The sole obligation of MERCURYLEARNINGANDINFORM ATIONto the purchaser is to replace the book, based on defective materials or faulty workmanship, but not based on the operation or functionality of the product.
This book is dedicated to my wife Alicia and my children Jared, Kimberley, and Lucas, who are all awesome. Hello to my cats, crazy “Dexter,” fur ball “Penny,” and nose kissing “Sammy.” Never a quiet moment to do work when they want feeding or fussing.
Preface Acknowledgments
CONTENTS
Chapter 1 Vîdeo Games Why Make Games? 2D or 3D Games Game Genres and Types Thîrd Person/Thîrd-Person Shooter Adventure Games Arcade Arena Bat and Ba Board Games Card Games Casua Cîty Buîders Co-Op Drîvîng Endess Runners Fîghtîng Games Fîrst Person/Fîrst-Person Shooter Fîght/Fyîng God Games Hîdden Object Horror/Psychoogîca Isometrîc JRPG MMO Musîc Based Party Games Patform Puzze Games Racîng Car Rea Tîme Strategy Retro Rogueîke/Rogueîte Roe-Payîng Games (RPG) Sîde-Scroîng Shoot-’Em-Ups
xvii xix
1 3 3 6 6 7 9 9 9 10 11 11 12 12 12 12 13 13 14 14 14 14 15 15 15 15 16 16 17 17 18 18 18 18 19
viiiCONTENTS
Sîms Sîmuatîon Sports Games Steath Steampunk Strategy Survîva Turn Based Vîsua Noves Wakîng Sîmuators War Games Software Used în Thîs Book About Cîckteam Summary
Chapter 2 Basîc Game Desîgn Concepts Why Desîgn? Keepîng ît Sîmpe Product Desîgn and Pannîng The Ideas Too Choîce The Story and Game Mechanîcs Prototypîng Screen Desîgn Paper Testîng Graphîcs Sound and Musîc Summary
Chapter 3 Basîc Programmîng Concepts Tradîtîona Programmîng Languages Tradîtîona Programmîng Versus Fusîon Programmîng Terms and Concepts Arrays INI Fîes and Data Fîes Fags Loca and Goba Loops Random Varîabes Pseudocode – Programmîng în Engîsh Summary
20 20 20 21 21 21 21 22 22 22 22 22 23 24
25 25 28 28 30 32 32 37 38 40 41 42 43
45 45 46 47 47 51 52 52 52 53 53 54 56
Chapter 4 Fusîon Basîcs Structure of A Game Game Creatîon Process în Fusîon Graphîcs and Objects Event Edîtor Summary
Chapter 5 Fîndîng Your Way Around System Requîrements Instaatîon Requîrements Runtîme Requîrements Program Instaatîon Startîng Fusîon for the Fîrst Tîme Fusîon Tour Menu Text Bar Menu Button Toobars The Edîtors Storyboard Edîtor The Frame Edîtor The Event Edîtor The Pîcture Edîtor The Expressîon Evauator Makîng More Space Summary
Chapter 6 Workîng Wîth Objects What Are Objects? Addîng an Object Objects în Fusîon Object Manager Object Instances Summary
Chapter 7 Confîgurîng Propertîes Propertîes Expaîned Property Tabs Appîcatîon Propertîes Frame Propertîes Object Propertîes Appîcatîon Propertîes în Depth The Settîngs Tab The Wîndow Tab
CONTENTSix
57 57 59 61 61 62
63 63 64 64 64 66 68 68 69 78 78 79 80 81 84 87 88
89 89 90 91 98 99 100
101 101 102 103 104 105 106 106 108
xCONTENTS
The Runtîme Optîons Tab The Vaues Tab The Events Tab The About Tab The HTML5 Tab Frame Propertîes în Depth The Settîngs Tab The Runtîme Optîons Tab The About Tab Object Propertîes în Depth The Settîngs Propertîes Tab The Sîze/Posîtîon Tab The Dîspay Optîons Tab The Event Propertîes Tab The About Propertîes Tab Summary
Chapter 8 Fusîon Codîng Basîcs Introductîon to the Event Edîtor Codîng Concepts Events Condîtîons The Order of Condîtîons Negatîng Condîtîons Actîons The Order of Actîons Functîons Code Comments Code Groups Groups wîthîn Groups Loops Runtîme Order Quaîfîers and Behavîors Quaîfîers Behavîor Summary
Chapter 9 Backîng up Your Games Why Back Up? Tîme and Effort What Systems Are Avaîabe? Backîng Up Usîng Fusîon
112 114 115 115 117 119 119 121 123 123 124 124 125 126 128 129
131 131 133 133 134 137 137 139 140 140 141 143 145 146 148 148 148 151 152
153 153 155 156 156
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