GameMaker Studio Introduction
A downloadable book
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.
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