Download or read book GameMaker Studio 100 Programming Challenges written by Ben Tyers and published by Apress. This book was released on 2017-02-09 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Push your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, each challenge comes with an additional task to complete. Think you're a good GameMaker game application developer or programmer? Think again with this awesome book! What You'll Learn Upgrade your skills with each specific game application coding challenge Create many different game events, action or scenarios Code for many different kinds of game applications or themes from space to adventure to sports to fantasy Who This Book Is For GameMaker and GameMaker: Studio users and coders.
Download or read book Game Development with GameMaker Studio 2 written by Sebastiano M. Cossu and published by Apress. This book was released on 2019-09-02 with total page 543 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML). Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development. Author Sebastiano Cossu teaches you to design levels in your games, draw sprites to populate your virtual worlds, program game objects for interaction with the player, incorporate custom music and sound effects, build GUIs for your menus and game interfaces, and support keyboard, mouse, and gamepad controls in your projects. He shows you how to build cross-platform games to run on all desktop platforms (Windows, Linux, Mac OS) and publish them on the most popular game stores such as Steam, GOG, Humble Store, and Itch.io. What You’ll Learn Create games for different genresMaster GameMaker Language (GML) programmingApply game design principlesDelve into game programming patterns Who This Book is For Video game enthusiasts interested in game development and design. No prior programming experience is required.
Download or read book Practical GameMaker Studio written by Ben Tyers and published by Apress. This book was released on 2016-12-19 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you’ll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color, using version 1.4. After each section you’ll see how you’ll apply what you’ve learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you’re using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects“/li> Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML.
Download or read book GameMaker Language An In Depth Guide Soft Cover written by Benjamin Anderson and published by Lulu.com. This book was released on 2015-07-28 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to build a game? GameMaker Studio is a professional development engine used to build games like Hyper Light Drifter, Death's Gambit, Risk of Rain, Valdis Story, Hotline Miami, and many more. These great games show the power of this tool but the very best part of GameMaker Studio is that it's one of the best places for new indie game developers to begin their journey. It is where I started and I have loved every second of it. Helping you on this journey is my goal with this book. With this book you will learn about GameMaker Language Lexical Structure, Data Types and Values, Variables, Arrays and Data Structures, Expressions and Operators, Statements, Scripts, Objects, Events, Game Audio, Development Patterns and Tricks, Surfaces and Particles, HUD and GUI Layer, Box2D Physics, Online Multiplayer, and Artificial Intelligence. Thank you for your support!
Download or read book The Game Maker s Companion written by Jacob Habgood and published by Apress. This book was released on 2010-12-31 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.
Download or read book Probability Decisions and Games written by Abel Rodríguez and published by John Wiley & Sons. This book was released on 2018-04-24 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: INTRODUCES THE FUNDAMENTALS OF PROBABILITY, STATISTICS, DECISION THEORY, AND GAME THEORY, AND FEATURES INTERESTING EXAMPLES OF GAMES OF CHANCE AND STRATEGY TO MOTIVATE AND ILLUSTRATE ABSTRACT MATHEMATICAL CONCEPTS Covering both random and strategic games, Probability, Decisions and Games features a variety of gaming and gambling examples to build a better understanding of basic concepts of probability, statistics, decision theory, and game theory. The authors present fundamental concepts such as random variables, rational choice theory, mathematical expectation and variance, fair games, combinatorial calculus, conditional probability, Bayes Theorem, Bernoulli trials, zero-sum games and Nash equilibria, as well as their application in games such as Roulette, Craps, Lotto, Blackjack, Poker, Rock-Paper-Scissors, the Game of Chicken and Tic-Tac-Toe. Computer simulations, implemented using the popular R computing environment, are used to provide intuition on key concepts and verify complex calculations. The book starts by introducing simple concepts that are carefully motivated by the same historical examples that drove their original development of the field of probability, and then applies those concepts to popular contemporary games. The first two chapters of Probability, Decisions and Games: A Gentle Introduction using R feature an introductory discussion of probability and rational choice theory in finite and discrete spaces that builds upon the simple games discussed in the famous correspondence between Blaise Pascal and Pierre de Fermat. Subsequent chapters utilize popular casino games such as Roulette and Blackjack to expand on these concepts illustrate modern applications of these methodologies. Finally, the book concludes with discussions on game theory using a number of strategic games. This book: · Features introductory coverage of probability, statistics, decision theory and game theory, and has been class-tested at University of California, Santa Cruz for the past six years · Illustrates basic concepts in probability through interesting and fun examples using a number of popular casino games: roulette, lotto, craps, blackjack, and poker · Introduces key ideas in game theory using classic games such as Rock-Paper-Scissors, Chess, and Tic-Tac-Toe. · Features computer simulations using R throughout in order to illustrate complex concepts and help readers verify complex calculations · Contains exercises and approaches games and gambling at a level that is accessible for readers with minimal experience · Adopts a unique approach by motivating complex concepts using first simple games and then moving on to more complex, well-known games that illustrate how these concepts work together Probability, Decisions and Games: A Gentle Introduction using R is a unique and helpful textbook for undergraduate courses on statistical reasoning, introduction to probability, statistical literacy, and quantitative reasoning for students from a variety of disciplines. ABEL RODRÍGUEZ, PhD, is Professor in the Department of Applied Mathematics and Statistics at the University of California, Santa Cruz (UCSC), CA, USA. The author of 40 journal articles, his research interests include Bayesian nonparametric methods, machine learning, spatial temporal models, network models, and extreme value theory. BRUNO MENDES, PhD, is Lecturer in the Department of Applied Mathematics and Statistics at the University of California, Santa Cruz, CA, USA. BRUNO MENDES, PhD, is Lecturer in the Department of Applied Mathematics and Statistics at the University of California, Santa Cruz, CA, USA.INTRODUCES THE FUNDAMENTALS OF PROBABILITY, STATISTICS, DECISION THEORY, AND GAME THEORY, AND FEATURES INTERESTING EXAMPLES OF GAMES OF CHANCE AND STRATEGY TO MOTIVATE AND ILLUSTRATE ABSTRACT MATHEMATICAL CONCEPTS Covering both random and strategic games, Probability, Decisions and Games features a variety of gaming and gambling examples to build a better understanding of basic concepts of probability, statistics, decision theory, and game theory. The authors present fundamental concepts such as random variables, rational choice theory, mathematical expectation and variance, fair games, combinatorial calculus, conditional probability, Bayes Theorem, Bernoulli trials, zero-sum games and Nash equilibria, as well as their application in games such as Roulette, Craps, Lotto, Blackjack, Poker, Rock-Paper-Scissors, the Game of Chicken and Tic-Tac-Toe. Computer simulations, implemented using the popular R computing environment, are used to provide intuition on key concepts and verify complex calculations. The book starts by introducing simple concepts that are carefully motivated by the same historical examples that drove their original development of the field of probability, and then applies those concepts to popular contemporary games. The first two chapters of Probability, Decisions and Games: A Gentle Introduction using R feature an introductory discussion of probability and rational choice theory in finite and discrete spaces that builds upon the simple games discussed in the famous correspondence between Blaise Pascal and Pierre de Fermat. Subsequent chapters utilize popular casino games such as Roulette and Blackjack to expand on these concepts illustrate modern applications of these methodologies. Finally, the book concludes with discussions on game theory using a number of strategic games. This book: • Features introductory coverage of probability, statistics, decision theory and game theory, and has been class-tested at University of California, Santa Cruz for the past six years • Illustrates basic concepts in probability through interesting and fun examples using a number of popular casino games: roulette, lotto, craps, blackjack, and poker • Introduces key ideas in game theory using classic games such as Rock-Paper-Scissors, Chess, and Tic-Tac-Toe. • Features computer simulations using R throughout in order to illustrate complex concepts and help readers verify complex calculations • Contains exercises and approaches games and gambling at a level that is accessible for readers with minimal experience • Adopts a unique approach by motivating complex concepts using first simple games and then moving on to more complex, well-known games that illustrate how these concepts work together Probability, Decisions and Games: A Gentle Introduction using R is a unique and helpful textbook for undergraduate courses on statistical reasoning, introduction to probability, statistical literacy, and quantitative reasoning for students from a variety of disciplines. ABEL RODRÍGUEZ, PhD, is Professor in the Department of Applied Mathematics and Statistics at the University of California, Santa Cruz (UCSC), CA, USA. The author of 40 journal articles, his research interests include Bayesian nonparametric methods, machine learning, spatial temporal models, network models, and extreme value theory. BRUNO MENDES, PhD, is Lecturer in the Department of Applied Mathematics and Statistics at the University of California, Santa Cruz, CA, USA.
Download or read book Scratch 3 Programming Playground written by Al Sweigart and published by No Starch Press. This book was released on 2021-01-19 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: Maze Runner: escape the maze! Snaaaaaake: gobble apples and avoid your own tail Asteroid Breaker: smash space rocks Fruit Slicer: a Fruit Ninja clone Brick Breaker: a remake of Breakout, the brick-breaking classic Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3
Download or read book 2D Graphics Programming for Games written by John Pile Jr. and published by CRC Press. This book was released on 2016-04-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that c
Download or read book Game Hacking written by Nick Cano and published by No Starch Press. This book was released on 2016-07-01 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Download or read book Creating Games in C written by David Conger and published by New Riders. This book was released on 2006 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
Download or read book Coding Games in Scratch written by Jon Woodcock and published by Penguin. This book was released on 2019-08-06 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scratch 3.0 has landed! Stay ahead of the curve with this fully updated guide for beginner coders. Coding is not only a highly sought-after skill in our digital world, but it also teaches kids valuable skills for life after school. This book teaches important strategies for solving problems, designing projects, and communicating ideas, all while creating games to play with their friends. Children will enjoy the step-by-step visual approach that makes even the most difficult coding concepts easy to master. They will discover the fundamentals of computer programming and learn to code through a blend of coding theory and the practical task of building computer games themselves. The reason coding theory is taught through practical tasks is so that young programmers don't just learn how computer code works - they learn why it's done that way. With Coding Games in Scratch, kids can build single and multiplayer platform games, create puzzles and memory games, race through mazes, add animation, and more. It also supports STEM education initiatives and the maker movement. Follow Simple Steps – Improve Your Skills – Share Your Games! If you like playing computer games, why not create your own? Essential coding concepts are explained using eight build-along game projects. Coding Games In Scratch guides young coders step-by-step, using visual samples, easy-to-follow instructions, and fun pixel art. This coding book for kids has everything you need to build amazing Scratch 3.0 games, including thrilling racing challenges, zany platform games, and fiendish puzzles. Follow the simple steps to become an expert coder using the latest version of the popular programming language Scratch 3.0 in this new edition. Improve your coding skills and create your own games before remixing and customizing them. Share your games online and challenge friends and family to beat each other's scores! In this book, you will: - Learn about setting the scene, what makes a good game and playability - Discover objects, rules, and goals - Explore hacks and tweaks, camera angles, fine-tuning and controls - And much more Computer coding teaches kids how to think creatively, work collaboratively, and reason systematically, and is quickly becoming a necessary and sought-after skill. DK's computer coding books for kids are full of fun exercises with step-by-step guidance, making them the perfect introductory tools for building vital skills in computer programming. Add Coding Projects in Scratch and Coding Projects in Python to your collection.
Download or read book Java Game Development with LibGDX written by Lee Stemkoski and published by Apress. This book was released on 2018-01-17 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design documentation and a complete JavaDoc style listing of the extension classes developed in the book have also been added. What You Will Learn Create 12 complete video game projects Master advanced Java programming concepts, including data structures, encapsulation, inheritance, and algorithms, in the context of game development Gain practical experience with game design topics, including user interface design, gameplay balancing, and randomized content Integrate third-party components into projects, such as particle effects, tilemaps, and gamepad controllers Who This Book Is For The target audience has a desire to make video games, and an introductory level knowledge of basic Java programming. In particular, the reader need only be familiar with: variables, conditional statements, loops, and be able to write methods to accomplish simple tasks and classes to store related data.
Download or read book Developing Turn Based Multiplayer Games written by Yadu Rajiv and published by Apress. This book was released on 2018-11-28 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your first turn-based multiplayer game using GameMaker Studio 2’s built-in networking functions as well as using a simple NodeJS server. This book introduces you to the complexities of network programming and communication, where the focus will be on building the game from the ground up. You will start with a brief introduction to GameMaker Studio 2 and GML coding before diving into the essential principles of game design. Following this, you will go through an introductory section on NodeJS where you will learn how to create a server and send and receive data from it as well as integrating it with GameMaker Studio. You will then apply multiplayer gaming logic to your server and unlock multiplayer game features such as locating a player, syncing their data, and recording their session. What You Will LearnDiscover the architecture of GameMaker Studio 2 Add new features to your game with NodeJS modulesIntegrate GameMaker Studio 2 with NodeJS Master GameMaker Studio 2's built-in networking functions Who This Book Is For GameMaker Studio users who want to understand how the networking components of GMS 2 work. Basic JavaScript knowledge is required.
Download or read book Game Coding Complete written by Mike McShaffry and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.
Download or read book Gamemaker written by B. G. Tyers and published by Createspace Independent Publishing Platform. This book was released on 2016-06-04 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this second book in the series you'll develop some basic engines into multi-featured games. In this book you'll create 3 games: An infinite runner A tower defense game A top down tank shooter game You'll learn to do things like: Path finding and avoiding objects Combining multiple sprite animations Positional sounds Mini maps of levels Parallax backgrounds Graphical effects Shield bonus More object parenting Messaging system Level 1 unlocking system More on using paths Using multiple tile layers This book assumes you have completed the level 1 course book.
Download or read book The Game Maker s Apprentice written by Jacob Habgood and published by Apress. This book was released on 2006-12-31 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.