GameSalad Beginner’s Guide


GameSalad Beginner’s Guide
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Learn to build three games; Ball Drop, Space Defender, and Metal Mech with GameSalad
  • Complete these games with sound effects, use of physics, gravity, and collisions
  • Learn tips and tricks to make a game popular straight from the author’s own experience
  • Follow a step-by-step, tutorial-focused process that matches the development process of the game with plenty of screenshots
  • Only book to cover GameSalad in such detail and with examples

Book Details

Language : English
Paperback : 308 pages [ 235mm x 191mm ]
Release Date : March 2012
ISBN : 1849692203
ISBN 13 : 9781849692205
Author(s) : Miguel DeQuadros
Topics and Technologies : All Books, Game Development, iOS, Beginner's Guides, Games

Table of Contents

Preface
Chapter 1: You Need a Plan!
Chapter 2: Getting Started with GameSalad
Chapter 3: Add Zest to your Salad
Chapter 4: Starting Simple: Ball Drop Part 1
Chapter 5: Starting Simple: Ball Drop Part 2
Chapter 6: Space Defender Part 1
Chapter 7: Space Defender Part 2
Chapter 8: Metal Mech Part 1
Chapter 9: Metal Mech Part 2
Chapter 10: Metal Mech Part 3
Chapter 11: Metal Mech Part 4
Appendix A: Getting Started in iDevelopment
Appendix B: Pop Quiz Answers
Index
    • Chapter 2: Getting Started with GameSalad
      • System requirements
      • Let's get into GameSalad
      • Getting familiar with GameSalad's interface
        • Getting into the Scene Editor
      • Creating a new project!
      • Time for action – setting up a platform level
      • Time for action – let's make your player move!
      • Time for action – create ways to win or lose
      • Summary
      • Chapter 3: Add Zest to your Salad
        • Designing sprites
        • Time for action – let's create our character!
        • Time for action – let's draw a platform
        • Time for action – let's draw our door
        • Time for action – Let's add some sound
        • Time for action – let's create some particles
        • Time for action – let's add some levels
        • Time for action – winning the level
        • Time for action – let's make a better-looking character
        • Summary
        • Chapter 4: Starting Simple: Ball Drop Part 1
          • Let's create our sprites
          • Time for action – let's get this project started
          • Level selection
          • Creating Level 1
          • Time for action – creating the easy levels
          • Creating Level 2
          • Creating Level 3
          • Creating Level 4
          • Creating Level 5
          • Creating Level 6
          • Creating Level 7, a sandbox level
          • Creating Level 8
          • Creating a very tough level, Level 9
          • Creating Level 10
          • The finishing touches
          • Summary
          • Chapter 5: Starting Simple: Ball Drop Part 2
            • Creating our menu, by adding behaviors to images!
            • Time for action – programming our menu
            • Time for action – creating our level selection menu
            • Programming the first five levels
              • Creating Level 1
            • Time for action – adding gravity, touch controls, and physics
              • Creating Level 2
              • Creating Level 3
              • Creating Level 4
            • Time for action – programming teleporters
              • Creating Level 5
            • Time for action – side scrolling
            • Creating the last five levels
              • Creating Level 6
              • Creating Level 7
              • Creating Level 8
            • Time for action – adding particles and kill zones
              • Creating Level 9
              • Creating Level 10
            • Creating the finishing touches
            • Time for action – scoring, HUD, and more!
              • Allowing the player time to think
            • Time for action – starting and restarting the level with buttons
              • Top Score and Game Center
            • Summary
            • Chapter 6: Space Defender Part 1
              • Creating UI and sprites
              • Creating the menu and more sprites
              • Making Level 1
              • Time for action – player collisions
              • Time for action – making the asteroids go kaboom!
              • Time for action – creating the sound effects! (pew pew kaboom)
                • Creating spaceship movement
              • Time for action – player acceleration
              • Time for action – player rotation buttons
              • Time for action – rotating the player
              • Summary
              • Chapter 7: Space Defender Part 2
                • Level Wrapping
                  • Creating more levels
                • Giving your player some firepower
                • Time for action – making our player shoot
                • Bringing our aliens to life
                • Time for action – making the aliens shoot
                • Time for action – creating particle effects for the rockets
                • Time for action – rocket collision
                • Ending the game
                • Time for action – detecting when all enemies are gone
                • Time for action – creating Leaderboards
                • Testing your game on your device
                • Time for action – installing GS viewer on your device
                • Summary
                • Chapter 8: Metal Mech Part 1
                  • Designing our interface!
                  • Designing good, long levels
                  • Designing the characters!
                  • Time for action – creating the Menu!
                  • Time for action – creating the Objectives screen
                  • Time for action – creating our first level!
                  • Summary
                  • Chapter 9: Metal Mech Part 2
                    • Making our player shoot!
                    • Time for action – creating bullet behaviors
                    • Time for action – creating bullet collisions
                    • Adding some spice to our game
                    • Time for action – creating burning twisted wreckage
                    • Creating Our AI
                    • Time for action – AI Detection (lines of sight)
                    • Adding spice to our player and UI
                    • Time for action – creating player health, and a HUD
                    • Rockets, smoke, and explosions, oh my!
                    • Time for action – creating the rockets
                    • Time for action – creating particle effects
                    • Time for action – particle explosions!
                    • Adding more interface elements
                    • Time for action – creating speedometer and a compass
                    • Summary
                    • Chapter 10: Metal Mech Part 3
                      • Creating Level 1 collisions
                      • Time for action – creating level bounds
                      • Creating sound effects!
                      • Creating turrets in a new level
                      • Time for action – making the turrets fire!
                      • Weapon overheating, and more UI fun!
                      • iPhone controls!
                      • Time for action – touch controls
                      • Time for action - iPhone acceleration
                      • Summary
                      • Chapter 11: Metal Mech Part 4
                        • Putting your App on the App Store
                        • Time for action – preparing for deployment
                        • Time for action – integrating Game Center and iAds
                        • Publish, provision, and deploy
                        • Time for action – creating provisioning profiles, publishing in GameSalad, and deploying!
                        • iTunes Connect
                        • Time for action – deploying our app to iTunes Connect
                        • Time for action – uploading our app to iTunes Connect
                          • Setting up payment info, and checking your daily sales
                            • FAQs about payments (because everyone wants their money!)
                        • Summary

                          Miguel DeQuadros

                          Miguel DeQuadros is a Game Developer and founder of the independent development studio Wurd Industries, based in Ontario, Canada. He has been developing iPhone games since the release of the App Store back at the exciting release of iOS 2.0. Since then, working under Wurd Industries, he has had eight games and one entertainment app published world-wide on the App Store, with more to come. Originally interested in 3D animation and graphic design, Miguel focused mainly on this, but then got the game development "bug" and has been developing iPhone Apps since 2008. This allows him to use his creativity and knowledge of 3D animation for cut scenes and videos within his apps, and he loves every minute of it. Starting from his first project "Toy Tennis" back in 2008 (which, to this day, still remains a very popular app, thought it has been updated quite a bit with new graphics and social integration), down to his current project iMMUNE 3: The Final Stand, he continues to develop iPhone apps. He began expressing interest in GameSalad when it was first launched in March 2009, but never started using it until January of 2010, when he started to develop his third iOS game, iMMUNE 2: Rise of the Salmonella, a 2D platformer sequel to the iMMUNE series. To this day, he and Wurd Industries continue to be Professional Members of the GameSalad community and still use GameSalad for prototyping and developing games for the iOS devices, and are now branching out to Mac development.
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                          Frequently bought together

                          GameSalad Beginner’s Guide +    Microsoft XNA 4.0 Game Development Cookbook =
                          50% Off
                          the second eBook
                          Price for both: $39.00

                          Buy both these recommended eBooks together and get 50% off the cheapest eBook.

                          What you will learn from this book

                          • Planning and designing an original game
                          • Creating storyboards and detailing characters and the story of the game
                          • Create new projects, and get familiar with Actor Behaviours, Keyboard Controls, Collisions and how to preview your game without deploying it to a device, and prototyping your game, putting your idea together with no complexities just to see if it all works
                          • Design sprites and import them into GameSalad for use in their game; how to trigger a sound effect, and how to make use of GameSalad's particle engine to spruce up the overall look of your game
                          • Create the canvas of the game finished and add behaviours to the actors
                          • Add gravity, physics, and collisions to your game along with touch controls
                          • Creating user Interface and button & touch controls
                          • Wrapping Actors around levels and controlling their movements
                          • Adding sound effects and getting your game ready for the App store

                          In Detail

                          GameSalad is as an easy to use Game development platform that can be used to develop games without having to write any code. That way, with GameSalad, you don’t have to worry about debugging and testing. Once you learn to use GameSalad, you will be able to build games within days.

                          GameSalad Beginner’s Guide will give you a detailed overview of the tool and teach you how to use it to build your best game along with the author’s very own tips and tricks to design an interesting game. This book will take you through the different steps of building a game with GameSalad. As an example, the book will build three games that will enable you to work on any kind of game with GameSalad.

                          The book begins with some tips from the author to design a game that everyone will want to play and how to plan for it. Then we move on to setting up GameSalad and building projects in it. Once the tool is set up, the book moves on to creating and working with sprites.

                          The next section of the book includes building a whole ball drop game including gravity, touch controls, triggers and particle effects. The second game that the book builds is the space defender. It includes building an interesting user interface, enemies, explosions, space ship movements and testing this game on iDevices.

                          The third game is Metal Mech. This chapter includes sound effects, particle explosions, and numerous enemies, setting up Game Center Leader boards, and getting ready for App store. The last section of the book discusses how to get started with developing for iDevices.

                          Approach

                          This book is a step-by-step, tutorial-driven guide to game development using GameSalad. You will learn through first-hand experience how a GameSalad developer goes from literally nothing to a finished game. Along the way there are illustrations to explain anything that could be difficult and to display screenshots of the games. In addition, every art and audio asset required by the tutorials is provided, so you can start building your game right away.

                          Who this book is for

                          If you are a game enthusiast, who is looking to build games with GameSalad quickly, then this book is for you. You need not know any programming. The book does not deal with GameSalad’s installation and basic set up. The ideal reader would know how to install and set up GameSalad.

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