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9781590596159

The Game Maker's Apprentice

by
  • ISBN13:

    9781590596159

  • ISBN10:

    1590596153

  • Edition: CD
  • Format: Paperback
  • Copyright: 2006-07-26
  • Publisher: Apress

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.

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Supplemental Materials

What is included with this book?

Summary

The Game Maker's Apprentice shows you how to create 9 exciting games using the wildly popular Game Maker game creation tool. These cover a range of genres, including action, adventure and puzzle games - complete with professional quality sound effects and visuals. It also teaches you all you need to know about game design theory and includes practical examples of how this can be applied to making games that are more fun to play. The book also comes with a CD containing the Game Maker software and all the game projects that are created in the book - including a whole host of professional quality graphics and sound effects that you can use in your own games as you please!

Table of Contents

Foreword xiv
About the Authors xvi
About the Technical Reviewer xvii
About the Illustrator xviii
Acknowledgments xix
Introduction xx
PART 1 Getting Started
CHAPTER 1 Welcome to Game Maker
3(6)
Installing the Software
3(2)
Registration
5(1)
The Global User Interface
6(1)
Running a Game
6(2)
How to Get More Information
8(1)
What's Next?
8(1)
CHAPTER 2 Your First Game: Devilishly Easy
9(32)
Designing the Game: Evil Clutches
9(1)
Sprites
10(3)
Objects
13(7)
The Boss Object
13(1)
Events and Actions
14(4)
The Dragon Object
18(2)
Rooms
20(2)
Save and Run
22(2)
Instances and Objects
24(1)
Demons, Baby Dragons, and Fireballs
24(9)
The Fireball Object
24(3)
The Demon Object
27(3)
Summoning Demons
30(1)
The Baby Dragon Object
31(2)
Backgrounds and Sounds
33(3)
A Background Image
33(1)
Background Music
34(1)
Sound Effects
35(1)
Congratulations
36(5)
PART 2 Action Games
CHAPTER 3 More Actions: A Galaxy of Possibilities
41(24)
Designing the Game: Galactic Mail
41(1)
Sprites and Sounds
42(3)
Moons and Asteroids
45(5)
Flying Around
50(6)
Winning and Losing
56(4)
An Explosion
56(1)
Scores
57(1)
Levels
58(2)
Finishing Touches
60(3)
A Title Screen
60(1)
Winning the Game
61(1)
Adding Some Visual Variety
62(1)
Help Information
62(1)
Congratulations
63(2)
CHAPTER 4 Target the Player: It's Fun Being Squished
65(20)
Designing the Game: Lazarus
65(1)
An Animated Character
66(6)
A Test Environment
72(1)
Falling Boxes
73(5)
Finishing Touches
78(5)
No Way Out!
78(1)
Adding a Goal
79(1)
Starting a Level
80(1)
Sounds, Backgrounds, and Help
81(1)
Levels
82(1)
Congratulations
83(2)
CHAPTER 5 Game Design: Interactive Challenges
85(16)
What Makes a Good Game?
85(2)
Game Mechanics
86(1)
Interactive Challenges
87(1)
Game Genres
87(1)
Challenges
88(4)
Difficulty
88(1)
Goals
89(1)
Rewards
90(2)
Subgoals
92(1)
Interactivity
92(4)
Choices and Control
93(1)
Control Overload!
93(1)
Unfair Punishment
94(1)
Audio Feedback
95(1)
Summary
96(5)
PART 3 Level Design
CHAPTER 6 Inheriting Events: Mother of Pearl
101(26)
Designing the Game: Super Rainbow Reef
101(2)
A Game Framework
103(4)
The Front-End
103(3)
The Completion Screen
106(1)
Bouncing Starfish
107(6)
Biglegs
113(3)
Parent Power
116(1)
Lives
117(3)
Blocks
120(3)
Normal Blocks
120(1)
Solid Blocks
120(1)
Special Blocks
121(2)
Polishing the Game
123(3)
Sound Effects
123(1)
Saving Games and Quitting
123(1)
A Slower Start
124(1)
Creating the Levels
125(1)
Congratulations
126(1)
CHAPTER 7 Maze Games: More Cute Things in Peril
127(22)
Designing the Game: Koalabr8
127(1)
The Basic Maze
128(8)
The Game Framework
129(2)
A Moving Character
131(5)
Save the Koala
136(1)
Creating Hazards
137(3)
Tiles
140(3)
Adding Additional Hazards
143(4)
Locks and Switches
143(1)
A Detonator
144(1)
Rocks
145(2)
Finishing the Game
147(1)
Congratulations
148(1)
CHAPTER 8 Game Design: Levels and Features
149(20)
Selecting Features
149(5)
Pie in the Sky
150(1)
Do You Have That in Blue?
151(1)
Starting an Arms Race
152(1)
One-Trick Ponies
152(1)
Emerging with More Than You Expected
153(1)
Designing Levels
154(6)
The Game Maker's Apprentice
155(1)
Learning Curves
156(2)
Difficulty Curves
158(2)
Saving the Day
160(1)
Applying It All
160(3)
Features
160(1)
Emerging Springs
161(1)
Training Missions
161(1)
Dividing Levels
162(1)
Summary
163(6)
PART 4 Multiplayer Games
CHAPTER 9 Cooperative Games: Flying Planes
169(22)
Designing the Game: Wingman Sam
169(1)
Variables and Properties
170(3)
The Illusion of Motion
173(1)
Flying Planes
174(2)
Enemies and Weapons
176(3)
Dealing with Damage
179(3)
Time Lines
182(2)
More Enemies
184(2)
End Boss
186(2)
Finishing Touches
188(1)
Congratulations
189(2)
CHAPTER 10 Competitive Games: Playing Fair with Tanks
191(20)
Designing the Game: Tank War
191(1)
Playing with Tanks
192(3)
Firing Shells
195(4)
Secondary Weapons
199(6)
Views
205(5)
Congratulations
210(1)
CHAPTER 11 Game Design: Balance in Multiplayer Games
211(14)
Competition and Cooperation
211(3)
Independent Competition
211(1)
Dependent Competition
212(1)
Independent Cooperation
213(1)
Dependent Cooperation
213(1)
Mix and Match
213(1)
Balanced Beginnings
214(4)
Equivalent Characters
214(1)
Balancing Differences
214(4)
Balanced Choice
218(2)
Weighting Choices
218(1)
Cyclic Relationships
218(2)
Balanced Computer Opponents
220(1)
Artificial Stupidity
220(1)
Summary
221(4)
PART 5 Enemies and Intelligence
CHAPTER 12 GML: Become a Programmer
225(20)
Hello World
226(2)
Variables
228(2)
Functions
230(2)
Conditional Statements
232(2)
Repeating Things
234(3)
Arrays
237(2)
Dealing with Other Instances
239(1)
Scripts As Functions
240(2)
Debugging Programs
242(2)
Congratulations
244(1)
CHAPTER 13 Clever Computers: Playing Tic-Tac-Toe
245(14)
Designing the Game: Tic-Tac-Toe
245(1)
The Playing Field
246(5)
Let the Computer Play
251(3)
A Clever Computer Opponent
254(2)
Adaptive Gameplay
256(1)
Congratulations
257(2)
CHAPTER 14 Intelligent Behavior: Animating the Dead
259(32)
Designing the Game: Pyramid Panic
259(1)
The Basic Framework
260(3)
Creating the Maze and the Explorer
263(2)
Expanding Our Horizons
265(2)
Reactive Behavior
267(2)
Time for Treasure!
269(1)
Movable Blocks
270(1)
Rule-Based Behavior
271(6)
Walking Around
273(2)
Moving Toward the Explorer
275(2)
Dealing with States
277(7)
Scarabs
280(4)
Let There Be Light
284(5)
Looking to the Future
289(2)
CHAPTER 15 Final Words
291(6)
Creating Resources
291(3)
Artwork: The GIMP
291(1)
Music: Anvil Studio
292(2)
Sound Effects: Audacity
294(1)
The Game Maker Community
294(2)
Note to Teachers
295(1)
Good Luck
296(1)
BIBLIOGRAPHY 297(2)
INDEX 299

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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