- Tapa blanda: 350 páginas
- Editor: Packt Publishing (25 de abril de 2014)
- Idioma: Inglés
- ISBN-10: 1783559446
- ISBN-13: 978-1783559442
- Valoración media de los clientes: Sé el primero en opinar sobre este producto
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nº219.707 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- n.° 1135 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Guías de videojuegos y juegos para PC
- n.° 4264 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Programación y desarrollo de software
- n.° 163202 en Libros en idiomas extranjeros > Libros en inglés
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Gamemaker Game Programming with Gml (Inglés) Tapa blanda – 25 abr 2014
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Descripción del producto
Reseña del editor
A step by step approach to build your knowledge, starting from a simple "hello world" to discovering arrays, classes, and so on. Each learning point is explained in a practical way, carrying out tasks within the GameMaker development environment. If you are a GameMaker Studio developer who has little experience with writing scripts and want to expand that skill set, this is the book for you. It is assumed that you can already navigate GameMaker Studio to some degree. This book will primarily focus on scripting and the integration of scripts to aid in the production of a game and not actual game design. It is highly recommended that you have access to (or the ability to) create visual and audio assets for the examples presented.
Biografía del autor
Matthew DeLucas has been a gameplay engineer with Schell Games in Pittsburgh, Pennsylvania for over five years. He 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, and Battle High, which is a fighting game series. Being a programmer and designer, Matthew has also participated in almost every official, 48hour Global Game Jam, managing to help his team achieve success while experimenting with new ideas. Matthew began his programming career in GameMaker: Studio and has become proficient with additional game engines, such as Gamebryo and Unity3D, and scripting languages such as C#, Python, Lua, and MaxScript for 3DS Max. Often, he chronicles his experiences with game production on his blog at www.mattrifiedgames.blogspot.com. Matthew has had a desire to work in the game industry ever since he was young, and he enjoys all of the facets of game production-programming, design, and art. His favorite genres include platformer, puzzles, racing, and fighting games, all of which influence his designs.
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For what it's worth, the author definitely appears to know his stuff. However, while mid-way through chapter 3 the author referred to a script that "allegedly" was coded in chapter 2. I had to do a double take, as I had no recollection of coding such script (scr_grid_setup). Just by the mere nature of the name itself, this sounds like an important script. Sure enough, after searching through the entire book this was the only mentioning of the script. After checking the associated files, sure enough, low and behold, the referenced script is included in the project that comes with the book; it has a decent amount of setup code as well.
In the same paragraph related to the referenced script, the author refers to no requirement of updating the "Create" event for the (obj_grid_block). However, not once was a Create event coded in the text for that object up to this point. Nor does the event exists in the files that come with the book.
As I can only speak for me, this discovery was disheartening. How could a major piece of code referenced in a later chapter be missing from the book? What else could be missing? Does the current project actually need this functionality? Sigh.
Unfortunately, this is one red flag that I am having a hard time dismissing. As with most books, misspellings, and bad grammar of which this book has none are tolerable to an extent. Missing code of which is referenced with no explanation in a systematic programming book not so much.
Therefore, recommending this text to beginners in good conscious will not happen. For what seemed so far to be an excellent text, makes one wonder how all these high marking reviewers missed something so glaring – right in the beginning of the book.
I really want to like this book, as there is much about it to like. Moreover, please note that I normally would not review a book until I am finished. However, I was just compelled based on all the high marks that lead me to buy it in the first place.
If the decision to continue with the book occurs, this review for better or for worse will receive an update.
I would ask for a refund but I think I am going to keep this book and get myself another one and get better at coding in GML and try to go through this book again. Perhaps I can make it run that time...