04951nam 2200625 a 450 991046244740332120200520144314.01-280-67661-297866136535431-84951-661-8(CKB)2670000000204369(EBL)946945(OCoLC)796382928(SSID)ssj0000677108(PQKBManifestationID)12259461(PQKBTitleCode)TC0000677108(PQKBWorkID)10683591(PQKB)10465901(MiAaPQ)EBC946945(PPN)228033748(Au-PeEL)EBL946945(CaPaEBR)ebr10567583(CaONFJC)MIL365354(EXLCZ)99267000000020436920120612d2012 uy 0engur|n|---|||||txtccrConstruct game development[electronic resource] beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct /Daven BigelowOlton, Birmingham [England] Packt Pub.20121 online resource (298 p.)Learn by doing : less theory, more resultsIncludes index.1-84951-660-X Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editorThe animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objectsBehaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activatedSet animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of musicTime for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical forceTime for action - creating forcesA guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra construct with this book and ebook.Computer gamesProgrammingHandbooks, manuals, etcElectronic books.Computer gamesProgramming794.81536Bigelow Daven979156MiAaPQMiAaPQMiAaPQBOOK9910462447403321Construct game development2232055UNINA