Packt is pleased to announce the release of GameMaker Game Programming with GML, a hands-on guide packed with several playable examples that will help readers build a strong foundation in programming using Game Maker Language (GML). The print book comes in at 350 pages long and is competitively priced at $44.99, whilst the eBook and Kindle versions are available for $22.94.
About the author:
Being a gameplay engineer with Schell Games in Pittsburgh, Pennsylvania, for over five years, Matthew DeLucas has worked on a wide range of interactive projects for PC, Web, mobiles, and consoles. Matt has also released independent projects for PC and Xbox 360 such as Convextrix, a puzzle game, andBattle High. Matthew began his programming career with GameMaker: Studio and has become proficient with additional game engines such as Gamebryo and Unity3D, as well as scripting languages such as C#, Python, Lua, and MaxScript for 3DS Max.
GameMaker allows users to create cross-platform video games using drag-and-drop or a scripting language known as Game Maker Language (GML), which can be used to develop more advanced games that can not be created just by using the drag-and-drop features.
GameMaker Game Programming with GML will enable readers to write and utilize scripts that organize and speed up their game production workflow and display important user interface components such as score, health, and lives. Not only will the book teach readers how to play sound effects and music and create particle effects to add spice to their projects, but it will also demonstrate how to script common game features such as artificial intelligence, collision, and player feedback.
GameMaker Game Programming with GML contains the following chapters:
Chapter 1: Getting Started - An Introduction to GML
Chapter 2: Random Organization - Creating a Puzzle Game
Chapter 3: So How Do I Play? - Adding Player Interaction
Chapter 4: Juicy Feedback - Aural and Visual Effects
Chapter 5: Solving the Puzzle - Finishing Touches to the Puzzle Game
Chapter 6: Finite State Machines - Starting the 2D Platformer
Chapter 7: It's in the Name - Platforms and Collisions
Chapter 8: Setting the Stage - Views, Backgrounds, and Tiles
Chapter 9: Breaking Vlad - Pickups, Hazards, and Enemies
Chapter 10: GOAL - Timelines and Feedback Review
This book is suitable and apt for GameMaker: Studio developers who are looking to expand their skills in regards to writing scripts. For more information, please visit the book's web page.
|GameMaker Game Programming with GML|
|Learn GameMaker Language programming concepts and scripts integration with GameMaker: Studio through hands-on, playable examples
For more information, please visit: http://www.packtpub.com/gamemaker-game-programming-gml/book