Aryadi Subagio - Learning Construct 2 [2014,PDF,ENG]

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Met66

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Met66 · 11-Дек-15 20:50 (9 лет 7 месяцев назад, ред. 11-Дек-15 20:53)

Learning Construct 2

Год: 2014
Автор: Aryadi Subagio
Издательство: Packt Publishing Ltd
ISBN: 978-1-78439-767-8
Язык: Английский
Формат: PDF
Качество : Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 234
Описание:
Construct 2 is one of the most accessible 2D game development tools available. With its easy-to-use editor, you can create brilliant, stunning, and impressive games even if you’re just starting out. Construct 2 takes care of all the technical details and lets you focus on the exciting bit, designing your game.
Packed with practical and accessible examples, this guide will empower you to become a top game developer. With an introduction to the highly effective Construct 2 interface, you will learn immediately how to make great game design documents and build in random generation, as well as popular and vital game concepts.
Learning Construct 2 will arm you with all the knowledge, tips, and tricks to make you stand out in the world of game development, producing enjoyable games quickly.
Примеры страниц
Оглавление
Preface 1
Chapter 1: Downloading and Understanding Construct 2 7
About Construct 2 8
Downloading Construct 2 9
Walking through the installation of Construct 2 9
Navigating through Construct 2 13
Creating game objects 16
Adding layers 17
Sorting the z-order 18
Layer properties 19
Saving your project 19
What is an event system? 20
Reading an event system 20
Writing events 21
Creating a variable 23
Using a license 24
Summary 25
Chapter 2: Creating Your First Game Design 27
Defining a game 27
Making your own challenges in a game 28
Rewarding your players 29
Ending the loop 30
Examples of games for Construct 2 32
Drawing the flow of the game 32
Making game mechanics 34
Creating game rules 35
Main game phases 36
Understanding the fun factor 38
More references for game design 38
Game-design template 39
Game-design books 40
Summary 40
Chapter 3: Creating Diverse Player Experiences with a
Flappy Bird Clone 41
How Flappy Bird works 41
Understanding random generation 42
Flappy Bird game design 42
Making our own Flappy Bird game 43
Adding the layers 43
Adding a Sprite object 45
Using image points 48
Setting the collision polygon 49
Enabling the plane to fall and collide 51
Making it tap to flap 54
Using instance variables 54
Using the timer behavior 56
Stopping the rotation 58
Learning random generation 58
Making the ground scroll 58
Picking objects for actions 60
Creating random obstacles 61
Adding collectibles 63
Completing our code 64
Summary 65
Chapter 4: Making a Breakout Clone 67
Creating the design 68
Designing the reward system 69
Setting up our layout 69
Using a tiled background object 70
Moving the paddle in only two directions 73
Making the ball bounce 73
Adding the blocks 75
Destroying the blocks 77
Setting up the power up blocks 78
Writing an expression 79
Understanding constant variables 79
Adding sub-events 80
Changing a game object's state 81
Adding more states 83
Ending a game 84
Losing by time 85
Losing by life 86
Calculating the score 87
Comparing an expression 88
Killing the bug 89
Summary 89
Chapter 5: Making a Platformer Game 91
Preparing the level 91
Setting up the character 92
Moving the character 94
Changing the animations 94
Making the camera follow the player 96
Jumping through platforms 97
Moving to another level 98
Hitting the coin box 101
Learning about physics 102
Forces, impulses, torques, and joints 104
Adding a puzzle element 105
Moving our character with the Physics behavior 106
Changing the properties of the rock 107
Selecting an object via its UID 107
Joining two objects 110
Types of physics engines in Construct 2 111
Summary 113
Chapter 6: Creating a Space-shooter Game 115
Setting the stage 116
Scrolling the stage 117
Creating the enemy 119
Deleting offscreen objects 120
Making the player shoot at enemies 121
Adding the particle effects 122
Storing data in Construct 2 123
Getting to know arrays 123
Understanding the elements of an array 123
One-dimensional and multidimensional arrays 125
Storing data in a dictionary 125
Comparison between arrays and dictionaries 126
Using arrays in your game 126
Inserting data into a dictionary 128
Retrieving the value in an array and dictionary 129
Storing data in the player's machine 130
Using WebStorage to store data 131
Making the leaderboard 134
Understanding looping 134
Using a loop in our leaderboard 135
Summary 137
Chapter 7: Making a Battle Tank Game 139
Setting up the layout 139
Using a container 140
Pinning an object to another object 142
Moving the units 143
Adding obstacles 144
Making custom obstacles for the units 146
Creating enemies 147
Making the turrets shoot 148
Navigating through the level 151
Adding music and sound effects 153
Choosing the right file 154
Playing the sound 154
Making enemies smarter 156
Enabling enemy patrolling 156
Creating a scout type of enemy 157
Additional reading 159
Summary 160
Chapter 8: Debugging Your Game 161
Bugs and their types 161
Solving a runtime bug 162
Picking the right object 163
Picking in sub-events 163
Picking unreferenced objects 164
Using Construct 2's debugging tool 164
Using the inspector 165
Watching the properties values 167
Profiling the CPU 168
Reading the profiler 168
Performance summary 169
Using breakpoints 170
Different levels of bug importance 172
Summary 173
Chapter 9: Mastering the Best Practices 175
Applying common best practices 175
Backing up data regularly 176
Testing your game on multiple browsers 178
Supporting devices with touchscreen 178
Using the right file format 180
Security 180
Using technical best practices 180
Optimizing for mobile platforms 181
Knowing the cause of poor performance 182
Listing the common optimization misconceptions 183
Zeroing in on a frames per second rate 184
Understanding which part of the game to optimize 184
Previewing over Wi-Fi 185
Using your memory wisely 187
Avoid using large image files 187
Doing it the right way 188
Construct 2 – texture loading 189
Mobile limitations 189
Summary 190
Chapter 10: Publishing Your Game 191
Exporting to the Web 191
Exporting as an HTML5 game 192
Uploading games to your Dropbox 195
Requirements for the Scirra Arcade 196
Publishing for Scirra's Arcade 197
Changing the icons used 198
Publishing to desktop 198
Exporting using node-webkit 199
Publishing as an Open Web App 200
Exporting a packaged app 202
Exporting a hosted app 203
Submitting to the Firefox marketplace 204
Publishing to mobile platforms 204
Preparing your PhoneGap game 204
Uploading to PhoneGap 206
Summary 207
Index 209
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