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Book Cover
E-book
Author Bigelow, Daven

Title Construct Game Development Beginner?s Guide
Published Birmingham : Packt Pub., 2012

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Description 1 online resource (448 pages)
Contents Construct Game Development; Construct Game Development; Credits; About the Author; About the Reviewer; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Time for action -- heading; What just happened?; Pop quiz -- heading; Have a go hero -- heading; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Our First Look at Construct; The first step: downloading and installing Construct Classic
Time for action -- getting Construct Classic up and runningStep two: creating a game project; Time for action -- starting a game project; What just happened?; Creating the project; Changing the project details; Running the project; Have a go hero -- try again from memory; Step three: navigating the interface of Construct Classic; Time for action -- clicking our way around Construct Classic; What just happened?; The layout editor; The properties box; The event editor; The animator box; The layers box; The final step: an introduction to objects; Time for action -- creating some objects
What just happened?Creating an object; Drawing the sprite; Changing the appearance of the sprite; Have a go hero -- make a picture of sprites; Summary; 2. Hello World! Construct Style; Sprites revisited; Time for action -- creating a player sprite; What just happened?; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action -- make some tiled backgrounds; What just happened?; Have a go hero -- another tiled background; Attributes: telling Construct more about our objects; Time for action -- adding attributes to our objects
What just happened?Behaviors: teaching objects how to act; Time for action -- getting our player moving; What just happened?; The behaviors; Setting controls; Variables: private and global; Time for action -- giving our player a life; What just happened?; Textboxes: giving the player a heads-up; Time for action -- showing our player their health and score; What just happened?; Events: setting the rules and goals of a game; Time for action -- very eventful games; What just happened?; The sprites; Events; Conditions; Actions; Summary; 3. Adding the Challenge; Before we start; Reaching the goal
Time for action -- making the game winnableWhat just happened?; Overlapping versus collision; Set activated; Set animation; Avoid the hazards; Time for action -- bestowing more challenges on a player; What just happened?; 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; What just happened?; Direction of motion; Falling down; Turning around; Looking for a hit; Have a go hero -- gaining lives; Improving our interface; Time for action -- creating a background for the GUI
Summary A guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra construct with this book and ebook
Notes Print version record
Subject Video games -- Programming -- Handbooks, manuals, etc
COMPUTERS -- Information Technology.
COMPUTERS -- Programming -- Games.
GAMES -- Video & Electronic.
Video games -- Programming
Genre/Form Handbooks and manuals
Form Electronic book
ISBN 9781849516617
1849516618