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Make 4 Games Using Drag & Drop
Suitable For Home & Educational Use Includes All Resources & Project Files A step-by-step guide to making four games using GameMaker Studio’s 2 Drag and Drop game system in PDF format. Aswell as teaching how to make four classic games, it will also introduce readers to using the GameMaker Studio’s 2 IDE, how to import assets, along with useful tips along the way. Each step includes a screenshot (in colour for ebook version) and text to explain what needs to be done (and why) as you combine actions to make a game. This book is ideal for young learners taking their first steps in game design and programming, but also suitable for those who need or want a crash course in Drag and Drop. Book length is approx 260 pages. Available as Paperback and PDF eBook. If you buy the paperback, you get this ebook for free. View The eBook Here
A take on the classic snake game. A great introduction to using the IDE and adding actions. Demonstrates the basics such as making things happen on a keypress, using sprites, basic audio and GUI.
A fun game where you have to score 501 in as few darts as possible.
A fully working multiple choice question game.
A zombie themed platform game with lots of cool features.
Make Games Without Coding
10 Additional Game Projects
In conclusion, there are 10 game projects for students to make, ranging in difficulty from easiest to hard. Sprite and sound resources are provided. You or your students can choose which games to tackle and make. This section of the book is very useful if you are teaching a mixed ability class, as stronger students can work on this section whilst you mentor other students. If you buy the paperback, you get the ebook for free.
This book is well suited for educational use. The ebook is in PDF format and also includes a folder of all 200+ images from the book in PNG format, great for presentations. If you have any questions drop me an email to firstname.lastname@example.org
Introduction To Game Design & Programming In GameMaker Studio 2 Paperback
New To GameMaker Studio 2?
This Book Will Teach All The Basics You Need To Start Making Your Own Awesome Computer Games
After Completing This Book You Will Know How To:
- Find Your Way Around The IDE
- Import Sprites & Audio
- Set Up Objects
- Add GML Code To Object Events
- Make Objects React To Player Input
- Set Up Enemies & Basic AI
- Program Basic GML Functions
- How To Plan Your Game
- How Beta Testing Works
- How To Finance & Budget Your Game Project
- How To Edit Assets
This mammoth 400 page book covers all the bases you need to start making your own games with GameMaker Studio 2. You don’t need any prior experience of design or coding to learn how to make a computer games. This book guides you through all the steps. After finishing this book you will have the skills to start making your own games.
Over the last ten years or so I have written many books on game programming, and have completed over two-hundred game projects. During that time I have learnt GML coding to a reasonable level, and have picked up many skills, tips and tricks and methodology for making games in GameMaker & Game Maker Studio 2. The purpose of this book is to provide you with some of the knowledge that I have acquired. I make no claim that I’m the best coder or designer, but I do have a proficient understanding that I would like to instill on other budding game makers. Through my website, I set up a number of polls and gained feedback on what game to make and which graphics to use, In total over 500 people voted, and chose a side-scrolling war zone themed shooter. Thanks to everyone who voted. This book covers my approach to make said game. Unlike previous books of mine that focused mainly on the actual GML code, this book covers the full design progress, with some code thrown in.
The main areas covered in the book are: Starting With An Idea This section covers what you need to do with your initial ideas and how to take them forward.
Initial Planning & Preparation Take your ideas forward, design the basic game layout, what objects will be present, and how they will interact.
Software & Financing Software and resources cost money, this chapter covers some of the options available when funding your game.
Game Assets Where to get assets, depending on your game budget.
Refining Resources Setting up and editing resources so they are ready for your game.
Beta Testing & Debugging Testing the game, fixing bugs, and implementing feedback.
Programming Covers some of the coding required to implement aspects from your game design. This also covers a way to make the game in small chunks, so you can test it as you go.
Game Refinement Polishing off the game and making it ready for publication.
Final Testing Final checks before publishing.
Publishing & Game Promotion How to promote your game and get it played.
Summary Other things to consider.
Appendix In depth guide to commonly used GML. A great investment for any budding game developer. Also suitable for use in class.
In total, the book has 400 pages.