Game Development with Construct 2: From Design to Realization

Autor: 
Limba: 
english
Tip copertă: 
Moale
Număr de pagini: 
240
Chapter 1: Getting Started with Construct 2 About the Construct 2 game engine (we discuss how game engines compare to traditional creating games using traditional game programming languages, and the ...Descriere completă
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ISBN9781484227831
AutorStemkoski Lee
EdituraApress
Limbaenglish
Tip copertăPaperback
Anul publicării2017
Număr de pagini240

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Chapter 1: Getting Started with Construct 2

About the Construct 2 game engine (we discuss how game engines compare to traditional creating games using traditional game programming languages, and the advantages to using the Construct 2 game engine in particular vs. other game engines)

Downloading and installing (we explain how to set up the software, and include a comparison between the free and licensed versions. Note: all programs developed in this book use features available in the free version.)

The user interface (we include a screenshot of the Construct software and explain the purpose of each panel, how to navigate between panels, and explain the basic terminology used by the program. All terms will be re-explained when they are first encountered in subsequent chapters)

Saving and exporting games (we describe the two ways a game can be saved, and the numerous export options (HTML5 website, app stores, executable files, etc.)

Chapter 2: Starfish Collector

Introduction (this section, common to most chapters, will include: - a screenshot and description of the game in terms of mechanics/dynamics/aesthetics - a list of previously covered topics the reader needs to remember and use here - a brief description of the new features of Construct that will be introduced in this chapter - initial project setup, graphics needed, and settings (window and layout size, renaming layouts and layers, etc.)

Sprites (adding objects to the game
using the image editor
changing position, angle, and size)

Events (the "code" of Construct
events are "if"-statements: conditions followed by actions
event-driven programming
how to make the starfish disappear on contact
adding comments)

Behaviors (pre-programmed sets of events to accelerate game development
8-directional movement and keeping the player on the screen)

Ending the game (organizing messages with a User Interface layer
accessing properties in code
system conditions)

Side Quests (this section, common to most chapters, will include optional extra modules the reader can follow that introduce additional game mechanics or add polish to the game, and an "on your own" section with ideas that the reader can implement on their own to practice and refine their skills)


solid objects (add a rock sprite, introduce solid behavior, collision polygons, rotate and scale to make duplicates appear different)


value-based animations (contrast value-based vs. image-based animations
discuss the importance of drawing player attention to interactive objects
adding the rotate, sine, and fade behaviors to animate the starfish)


on your own (creating a maze from the rocks
rotating solid objects
making the starfish change position with the sine behavior
adding additional sprites, like seaweed)

Chapter 3: Space Rocks (inspired by the classic game "Asteroids")

Introduces: Keyboard, Custom Movement, Bullet, Wrap, Animation (spritesheet
blending), Pin, functions

Introduction

Spaceship movement (discuss when one needs to write custom events rather than use behaviors
the keyboard object and custom movement and wrap behavior
velocity vs. acceleration
setting speed limits)

Lasers and rocks (introduce the bullet behavior, and image-based animations
contrast key down vs. key press conditions)

Thrusters and Explosions (the importance of visual feedback for the player
pin behavior)

Teleportation (introduction to functions, randomization)

Winning or losing the game

Side Quests


Shields (discuss game balance
decreasing the difficulty by allowing multiple collisions)


UFOs (introduces spawn point

 

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