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The Resource GameMaker: Studio for Dummies, by Michael Rohde

GameMaker: Studio for Dummies, by Michael Rohde

Label
GameMaker: Studio for Dummies
Title
GameMaker: Studio for Dummies
Statement of responsibility
by Michael Rohde
Creator
Subject
Genre
Language
eng
Cataloging source
BTCTA
http://library.link/vocab/creatorName
Rohde, Michael
Dewey number
794.8
Illustrations
illustrations
Index
index present
LC call number
QA76.9.C65 .R384 2014
Literary form
non fiction
http://library.link/vocab/subjectName
Computer games
Label
GameMaker: Studio for Dummies, by Michael Rohde
Instantiates
Publication
Note
Includes index
Carrier category
volume
Carrier MARC source
rdacarrier
Content category
text
Content type MARC source
rdacontent
Contents
  • Understanding the GameMaker Language
  • Game Actions
  • 62
  • Resources Actions
  • 63
  • Control Actions
  • 64
  • Questions Actions
  • 64
  • Other Actions
  • 66
  • 9
  • Code Actions
  • 67
  • Variables Actions
  • 68
  • Score Actions
  • 69
  • Score Actions
  • 69
  • Lives Actions
  • Health Actions
  • Publishing Games to Different Platforms
  • 71
  • Extra Actions
  • 72
  • Draw Actions
  • 73
  • Drawing Actions
  • 74
  • Settings Actions
  • 75
  • Other Actions
  • 9
  • 75
  • Chapter 5
  • Working with Views
  • 77
  • Using Speed and Movement with Views
  • 78
  • Creating a Room with a View
  • 79
  • Using a Controller Object to Move the View
  • 83
  • Highlighting the Key Features of GameMaker: Studio
  • Reaching the End of the Room
  • 84
  • Positioning the Score Display in a Room with a View
  • 86
  • Setting Object Boundaries for Rooms with Views
  • 87
  • Destroying Instances When They Leave a Room
  • 89
  • Shooting Guided Bullets in a Room with Views
  • 90
  • 11
  • Creating Enemy Planes in a Room with Views
  • 91
  • Creating Patterns of Enemy Planes in a Room with Views
  • 95
  • Transitioning to the Next Room
  • 96
  • Chapter 6
  • Working with Time Lines
  • 99
  • Creating a Time Line
  • Creating a Game, Step by Step
  • 100
  • Creating a Time Line Object
  • 104
  • Creating the Time Line Room
  • 106
  • Transitioning to the Next Room with Time Lines
  • 111
  • Adding a Boss Battle to a Time Line
  • 112
  • Creating the boss Sprite
  • 11
  • 113
  • Creating the boss Object
  • 114
  • Adding the Boss to the Time Line
  • 123
  • Part III
  • Creating Special Effects
  • 125
  • Chapter 7
  • Using Actions to Create Special Effects with Particles
  • Chapter 2
  • 127
  • Coding a Button to Trigger the Particles
  • 128
  • Using the Create Effect Action
  • 131
  • Using the Particle Actions and Emitters
  • 138
  • Creating puffs of smoke
  • 139
  • Creating the Catherine wheel firework
  • Discovering GameMaker: Studio Features and Tools
  • 142
  • Creating an emitter for the firework
  • 144
  • Chapter 8
  • Coding Special Effects with Particles
  • 151
  • Coding the Particle System and the Smoke Trail
  • 152
  • Coding the Simple Firework Effect
  • 155
  • Part I
  • 13
  • Coding Emitters
  • 160
  • Coding burst emitters
  • 160
  • Coding stream emitters
  • 165
  • Coding Complex Particle Effects
  • 169
  • Chapter 9
  • Using Surfaces to Create Effects
  • Navigating the GameMaker Interface
  • 175
  • Understanding the Surface Function
  • 175
  • Application Surface
  • 176
  • Creating Shadows with Surfaces
  • 176
  • Using Decals with Surfaces
  • 182
  • Lighting Effects with Surfaces
  • 13
  • 185
  • Creating a flashlight effect
  • 188
  • Adding darkness to the Surface
  • 190
  • Using Surfaces as a View
  • 194
  • Setting up the Room and an Object for Surface Views
  • 194
  • Creating the Surface View effect
  • Pump Up the Volume: Adding Sounds to Your Game
  • 197
  • Chapter 10
  • Applying Scaling
  • 201
  • Configuring the Global Game Settings
  • 202
  • Scaling to the Window
  • 204
  • Scaling to best fit
  • 205
  • 14
  • Scaling the View
  • 207
  • Scaling on mobile devices
  • 208
  • Scaling with Draw GUI Events
  • 210
  • Maximizing the GUI
  • 210
  • Hiding the letterbox
  • 211
  • Making Things Sparkle with Sprites
  • Placing GUI elements to create a heads-up display
  • 214
  • HTML5 Scaling
  • 215
  • Part IV
  • Coding Physics, Mobile Controls, and More
  • 219
  • Chapter 11
  • Coding with GameMaker Language
  • 221
  • 17
  • Displaying Sub-Images with Code
  • 222
  • Randomly displaying subimages
  • 222
  • Sorting sub-images by index
  • 226
  • Adding Code to Objects
  • 227
  • Coding keyboard controls
  • 228
  • Loading and creating Sprites
  • Coding an Object with collisions and Step Events
  • 230
  • Coding a Score Display and Lives
  • 235
  • Coding to Start and End Games
  • 240
  • Introducing the game
  • 240
  • Ending the game
  • 243
  • 18
  • Chapter 12
  • Using Physics
  • 247
  • Understanding Fixtures
  • 248
  • Defining the physics properties
  • 249
  • Creating a fixture
  • 250
  • Adding Movement to an Object with Physics
  • Editing Sprites
  • 253
  • Example code for an Up Keyboard Event to apply local force
  • 254
  • Example code for Left and Right Keyboard Events
  • 255
  • Adding Physics to Rooms
  • 257
  • Physics and Shooting Bullets
  • 259
  • Defining bullets to work with Physics
  • Getting Started with GameMaker: Studio
  • 20
  • 259
  • Coding the ship to shoot bullets
  • 262
  • Chapter 13
  • Creating Controls for Mobil
  • Putting Your Game on a Mobile Device
  • 265
  • Using an emulator
  • 265
  • Putting your game online
  • Configuring Sprites
  • 266
  • Adding Simple Touch Controls
  • 267
  • Understanding virtual keys
  • 267
  • Creating virtual keys
  • 267
  • Adding Sprites to virtual keys
  • 269
  • Adding Swipe Controls
  • 21
  • 272
  • Single-direction swipes
  • 273
  • Directional swipes
  • 276
  • Pinching and Zooming
  • 278
  • Creating Analog Sticks for Mobile Devices
  • 281
  • Drawing the sticks onto the GUI script
  • Populating Your Game with Objects
  • 282
  • Making the player move
  • 283
  • Shooting with the analog stick
  • 289
  • Chapter 14
  • Saving and Loading
  • 293
  • Understanding the File System
  • 293
  • 26
  • Understanding INI Files
  • 295
  • Using Real Values to Save Game Options
  • 297
  • Making a button for the background music
  • 297
  • Making a button for the sound effects
  • 301
  • Using String Values to Save Game Options
  • 302
  • Placing Objects in the Game Room
  • Mapping the Gameplay Keys
  • 305
  • Resetting the Default Keys
  • 307
  • Part V
  • Part of Tens
  • 311
  • Chapter 15
  • Ten Tips for Game Developers
  • 313
  • 29
  • Developing Cross-Platform Games
  • 313
  • Knowing Your Audience
  • 314
  • Monetizing Your Games
  • 314
  • Choosing Your Game Genre
  • 314
  • Making Your Game User-Friendly
  • 315
  • Creating a Room
  • Testing Your Game
  • 315
  • Considering Limitations for Mobile Devices
  • 316
  • Thinking Big
  • 316
  • Expanding Your Opportunities
  • 316
  • Going Indie
  • 317
  • 29
  • Chapter 16
  • Ten (Or So) Frequently Asked Questions about GameMaker: Studio
  • 319
  • What Types of Games Can I Make with GameMaker: Studio?
  • 319
  • Can I Run GameMaker: Studio on a Mac?
  • 319
  • How Do I Recover My License Key?
  • 320
  • How Do 1 Include Advertising in My Game?
  • Putting your Objects in the Room
  • 320
  • How Do I Activate In-App Purchases?
  • 320
  • What's Involved with Publishing My Game?
  • 320
  • When Is a New Feature Coming Out?
  • 321
  • Where Can I Get More Game-Making Tips and Tricks?
  • 321
  • 5
  • 30
  • Part II
  • Basic Tools and Techniques
  • 31
  • Chapter 3
  • Creating Events
  • 33
  • How to Add an Event to an Object
  • 33
  • Create Event
  • Chapter 1
  • 35
  • Destroy Event
  • 36
  • Alarm Event
  • 36
  • Step Event
  • 37
  • Collision Event
  • 38
  • Mouse Event
  • Introducing GameMaker: Studio
  • 39
  • Other Event
  • 39
  • Draw Event
  • 41
  • Key Events
  • 44
  • Asynchronous Event
  • 45
  • Chapter 4
  • 1
  • Adding Actions to Events
  • 47
  • How to Assign an Action to an Object
  • 47
  • Move Actions
  • 48
  • Move Directional Actions
  • 48
  • Jump Actions
  • 51
  • Dragging and Dropping Your Way to Making a Game
  • Path Actions
  • 52
  • Step Actions
  • 54
  • Main 1 Actions
  • 55
  • Objects Actions
  • 56
  • Sprite Actions
  • 57
  • 7
  • Sound Actions
  • 57
  • Room Actions
  • 58
  • Main 2 Actions
  • 59
  • Timing Actions
  • 60
  • Info Actions
  • 61
Control code
ocn867608818
Dimensions
24 cm
Extent
x, 338 pages
Isbn
9781118851777
Media category
unmediated
Media MARC source
rdamedia
Note
005.133 R636 ; XX-N ; jll ; A14BP017.
Other physical details
illustrations
System control number
  • (Sirsi) 867608818
  • (OCoLC)867608818
Label
GameMaker: Studio for Dummies, by Michael Rohde
Publication
Note
Includes index
Carrier category
volume
Carrier MARC source
rdacarrier
Content category
text
Content type MARC source
rdacontent
Contents
  • Understanding the GameMaker Language
  • Game Actions
  • 62
  • Resources Actions
  • 63
  • Control Actions
  • 64
  • Questions Actions
  • 64
  • Other Actions
  • 66
  • 9
  • Code Actions
  • 67
  • Variables Actions
  • 68
  • Score Actions
  • 69
  • Score Actions
  • 69
  • Lives Actions
  • Health Actions
  • Publishing Games to Different Platforms
  • 71
  • Extra Actions
  • 72
  • Draw Actions
  • 73
  • Drawing Actions
  • 74
  • Settings Actions
  • 75
  • Other Actions
  • 9
  • 75
  • Chapter 5
  • Working with Views
  • 77
  • Using Speed and Movement with Views
  • 78
  • Creating a Room with a View
  • 79
  • Using a Controller Object to Move the View
  • 83
  • Highlighting the Key Features of GameMaker: Studio
  • Reaching the End of the Room
  • 84
  • Positioning the Score Display in a Room with a View
  • 86
  • Setting Object Boundaries for Rooms with Views
  • 87
  • Destroying Instances When They Leave a Room
  • 89
  • Shooting Guided Bullets in a Room with Views
  • 90
  • 11
  • Creating Enemy Planes in a Room with Views
  • 91
  • Creating Patterns of Enemy Planes in a Room with Views
  • 95
  • Transitioning to the Next Room
  • 96
  • Chapter 6
  • Working with Time Lines
  • 99
  • Creating a Time Line
  • Creating a Game, Step by Step
  • 100
  • Creating a Time Line Object
  • 104
  • Creating the Time Line Room
  • 106
  • Transitioning to the Next Room with Time Lines
  • 111
  • Adding a Boss Battle to a Time Line
  • 112
  • Creating the boss Sprite
  • 11
  • 113
  • Creating the boss Object
  • 114
  • Adding the Boss to the Time Line
  • 123
  • Part III
  • Creating Special Effects
  • 125
  • Chapter 7
  • Using Actions to Create Special Effects with Particles
  • Chapter 2
  • 127
  • Coding a Button to Trigger the Particles
  • 128
  • Using the Create Effect Action
  • 131
  • Using the Particle Actions and Emitters
  • 138
  • Creating puffs of smoke
  • 139
  • Creating the Catherine wheel firework
  • Discovering GameMaker: Studio Features and Tools
  • 142
  • Creating an emitter for the firework
  • 144
  • Chapter 8
  • Coding Special Effects with Particles
  • 151
  • Coding the Particle System and the Smoke Trail
  • 152
  • Coding the Simple Firework Effect
  • 155
  • Part I
  • 13
  • Coding Emitters
  • 160
  • Coding burst emitters
  • 160
  • Coding stream emitters
  • 165
  • Coding Complex Particle Effects
  • 169
  • Chapter 9
  • Using Surfaces to Create Effects
  • Navigating the GameMaker Interface
  • 175
  • Understanding the Surface Function
  • 175
  • Application Surface
  • 176
  • Creating Shadows with Surfaces
  • 176
  • Using Decals with Surfaces
  • 182
  • Lighting Effects with Surfaces
  • 13
  • 185
  • Creating a flashlight effect
  • 188
  • Adding darkness to the Surface
  • 190
  • Using Surfaces as a View
  • 194
  • Setting up the Room and an Object for Surface Views
  • 194
  • Creating the Surface View effect
  • Pump Up the Volume: Adding Sounds to Your Game
  • 197
  • Chapter 10
  • Applying Scaling
  • 201
  • Configuring the Global Game Settings
  • 202
  • Scaling to the Window
  • 204
  • Scaling to best fit
  • 205
  • 14
  • Scaling the View
  • 207
  • Scaling on mobile devices
  • 208
  • Scaling with Draw GUI Events
  • 210
  • Maximizing the GUI
  • 210
  • Hiding the letterbox
  • 211
  • Making Things Sparkle with Sprites
  • Placing GUI elements to create a heads-up display
  • 214
  • HTML5 Scaling
  • 215
  • Part IV
  • Coding Physics, Mobile Controls, and More
  • 219
  • Chapter 11
  • Coding with GameMaker Language
  • 221
  • 17
  • Displaying Sub-Images with Code
  • 222
  • Randomly displaying subimages
  • 222
  • Sorting sub-images by index
  • 226
  • Adding Code to Objects
  • 227
  • Coding keyboard controls
  • 228
  • Loading and creating Sprites
  • Coding an Object with collisions and Step Events
  • 230
  • Coding a Score Display and Lives
  • 235
  • Coding to Start and End Games
  • 240
  • Introducing the game
  • 240
  • Ending the game
  • 243
  • 18
  • Chapter 12
  • Using Physics
  • 247
  • Understanding Fixtures
  • 248
  • Defining the physics properties
  • 249
  • Creating a fixture
  • 250
  • Adding Movement to an Object with Physics
  • Editing Sprites
  • 253
  • Example code for an Up Keyboard Event to apply local force
  • 254
  • Example code for Left and Right Keyboard Events
  • 255
  • Adding Physics to Rooms
  • 257
  • Physics and Shooting Bullets
  • 259
  • Defining bullets to work with Physics
  • Getting Started with GameMaker: Studio
  • 20
  • 259
  • Coding the ship to shoot bullets
  • 262
  • Chapter 13
  • Creating Controls for Mobil
  • Putting Your Game on a Mobile Device
  • 265
  • Using an emulator
  • 265
  • Putting your game online
  • Configuring Sprites
  • 266
  • Adding Simple Touch Controls
  • 267
  • Understanding virtual keys
  • 267
  • Creating virtual keys
  • 267
  • Adding Sprites to virtual keys
  • 269
  • Adding Swipe Controls
  • 21
  • 272
  • Single-direction swipes
  • 273
  • Directional swipes
  • 276
  • Pinching and Zooming
  • 278
  • Creating Analog Sticks for Mobile Devices
  • 281
  • Drawing the sticks onto the GUI script
  • Populating Your Game with Objects
  • 282
  • Making the player move
  • 283
  • Shooting with the analog stick
  • 289
  • Chapter 14
  • Saving and Loading
  • 293
  • Understanding the File System
  • 293
  • 26
  • Understanding INI Files
  • 295
  • Using Real Values to Save Game Options
  • 297
  • Making a button for the background music
  • 297
  • Making a button for the sound effects
  • 301
  • Using String Values to Save Game Options
  • 302
  • Placing Objects in the Game Room
  • Mapping the Gameplay Keys
  • 305
  • Resetting the Default Keys
  • 307
  • Part V
  • Part of Tens
  • 311
  • Chapter 15
  • Ten Tips for Game Developers
  • 313
  • 29
  • Developing Cross-Platform Games
  • 313
  • Knowing Your Audience
  • 314
  • Monetizing Your Games
  • 314
  • Choosing Your Game Genre
  • 314
  • Making Your Game User-Friendly
  • 315
  • Creating a Room
  • Testing Your Game
  • 315
  • Considering Limitations for Mobile Devices
  • 316
  • Thinking Big
  • 316
  • Expanding Your Opportunities
  • 316
  • Going Indie
  • 317
  • 29
  • Chapter 16
  • Ten (Or So) Frequently Asked Questions about GameMaker: Studio
  • 319
  • What Types of Games Can I Make with GameMaker: Studio?
  • 319
  • Can I Run GameMaker: Studio on a Mac?
  • 319
  • How Do I Recover My License Key?
  • 320
  • How Do 1 Include Advertising in My Game?
  • Putting your Objects in the Room
  • 320
  • How Do I Activate In-App Purchases?
  • 320
  • What's Involved with Publishing My Game?
  • 320
  • When Is a New Feature Coming Out?
  • 321
  • Where Can I Get More Game-Making Tips and Tricks?
  • 321
  • 5
  • 30
  • Part II
  • Basic Tools and Techniques
  • 31
  • Chapter 3
  • Creating Events
  • 33
  • How to Add an Event to an Object
  • 33
  • Create Event
  • Chapter 1
  • 35
  • Destroy Event
  • 36
  • Alarm Event
  • 36
  • Step Event
  • 37
  • Collision Event
  • 38
  • Mouse Event
  • Introducing GameMaker: Studio
  • 39
  • Other Event
  • 39
  • Draw Event
  • 41
  • Key Events
  • 44
  • Asynchronous Event
  • 45
  • Chapter 4
  • 1
  • Adding Actions to Events
  • 47
  • How to Assign an Action to an Object
  • 47
  • Move Actions
  • 48
  • Move Directional Actions
  • 48
  • Jump Actions
  • 51
  • Dragging and Dropping Your Way to Making a Game
  • Path Actions
  • 52
  • Step Actions
  • 54
  • Main 1 Actions
  • 55
  • Objects Actions
  • 56
  • Sprite Actions
  • 57
  • 7
  • Sound Actions
  • 57
  • Room Actions
  • 58
  • Main 2 Actions
  • 59
  • Timing Actions
  • 60
  • Info Actions
  • 61
Control code
ocn867608818
Dimensions
24 cm
Extent
x, 338 pages
Isbn
9781118851777
Media category
unmediated
Media MARC source
rdamedia
Note
005.133 R636 ; XX-N ; jll ; A14BP017.
Other physical details
illustrations
System control number
  • (Sirsi) 867608818
  • (OCoLC)867608818

Library Locations

    • Blue Springs South BranchBorrow it
      2220 S. 7 Hwy., Blue Springs, MO, 64014, US
      38.99708 -94.27243
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