Elliott, Jason Lee.

HTML5 Game Development with GameMaker. - 1 online resource (375 pages)

Intro -- 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.

The book is a friendly but explosive reference for all skill levels, with several action packed projects. You will develop the ability to build games from scratch with a comprehensive practical tutorial guide. This book is assured to boost your skill set to another level.This book is for anyone with a passion to create fun and action packed web browser games using GameMaker Studio. This intuitive practical guide appeals to both beginners and advanced users wanting to create and release online games to share with the world, using the powerful GameMaker tool.

9781849694117


Computer games -- Design.
Computer games -- Programming.
Electronic games -- Design.
HTML (Document markup language).


Electronic books.

QA76.76.H94 -- .L444 2013eb

005.72

Powered by Koha