Construct game development beginner's guide / Daven Bigelow.
Material type:![Text](/opac-tmpl/lib/famfamfam/BK.png)
- text
- computer
- online resource
- 9781849516617
- 1849516618
- 794.8/1526 23
- QA76.76.C672
Item type | Home library | Collection | Call number | Materials specified | Status | Date due | Barcode | |
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OPJGU Sonepat- Campus | E-Books EBSCO | Available |
This is a beginner's guide with plenty of screenshots and step-by-step instructions. Through three sample games, the reader will learn about practically creating games with Construct. If you have thought of making a game of your own, this book is for you. All you need to know is that you can and how to operate a computer!
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 editor.
The 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 objects.
Behaviors: 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 activated.
Set 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 music.
Time 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 force.
Time for action -- creating forces.
English.
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