The Game Maker's Apprentice: Game Development for Beginners 1st Corrected ed., Corr. 4th printing Edition
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Jacob Habgood
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Editorial Reviews
Review
From the reviews:
"The desire to create computer games attracts many young people to computing. This book meets the needs of this group of readers and students very well. It is also a fine introduction to the making of computer games for the experienced software developer who always wondered how games were made. … There are excellent software development lessons that can be learned using this book … . the book provides a superb introduction to programming as well as to game construction." (Anthony J. Duben, ACM Computing Reviews, Vol. 49 (5), May, 2008)
About the Author
Somehow he also found time to study a Ph.D. in the psychology of learning and has a passion for most things that connect video games and learning (including a whole lot of research involving zombies: zombiedivision.co.uk). This passion also extends to teaching game development, which he practices in his position as Senior Lecturer in Game Development at Sheffield Hallam University in the UK.
Product details
- Publisher : Apress; 1st Corrected ed., Corr. 4th printing edition (July 10, 2006)
- Language : English
- Paperback : 336 pages
- ISBN-10 : 1590596153
- ISBN-13 : 978-1590596159
- Item Weight : 1.94 pounds
- Dimensions : 7 x 0.71 x 10 inches
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Best Sellers Rank:
#851,809 in Books (See Top 100 in Books)
- #287 in Computer & Video Game Design
- #605 in Computer Graphics
- #651 in Game Programming
- Customer Reviews:
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Top reviews from the United States
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Now, "sleep" functions of one kind or another have probably been used by generations of programmers who needed their continuous-action, real-time games to present a certain pace or timing to the player. Alas, a lot of those programmers were writing single-threaded, sequential-execution code (you know: FOR X=0 TO 359 STEP 5, and so on). In our current era of event-driven, multi-threaded software, "sleep" functions tend simply to muck things up. What we used to do with sleep, we now do with timers (what Game Maker calls "alarms"). That's a big step forward, but it plays havoc with the learning process when the text you are working from expects you to add a "Sleep" action in the middle of a list of actions, and you don't have that action available, nor do you know how you would get around it with Alarms (since those aren't introduced for another 80 pages and, even then, they are used to invoke the "Show High Scores" action, which, again, no longer exists).
So, I hope the authors will update the book to match the current version of the product. That said, let me go on to say that I _really_ hope they will do so, as this is otherwise a very, very good book. If you already know how to program, but find the GM IDE baffling, the examples will help you calm down and get focused. If you already know how to program, but find the immense list of GM functions and the large variety of ways to do things daunting, the examples will help you calm down and feel secure. But, if you don't already know how to program, this book may frustrate you, unless you limit yourself to the GM8 product on the included CD. I wouldn't recommend doing that, however, as you will then be "learning" methods that are already obsolete and simply _will not work_ when you start using GameMaker:Studio.
Ignoring the technical details, the book's methodological approach to game programming is very enlightening. I've written, oh, maybe a billion ( 8-) ) lines of code for computer graphics applications of one kind or another. Gaming is something I'm new at, however, and I've only been doing object-oriented programming for about four years now. So, when one example showed how to animate a character on the screen so it smoothly moves from one position to the next by replacing it with an instance of a different object, having that object's position remain unchanged, but animating its graphic appearance to make it look like it was moving, then replacing it with an instance of the original object but in the new location, well... that was an "aha!" moment for me.
Overall, a fine book. I will definitely be buying the sequel soon. But, until it is updated to reflect the actions available in the current version of GameMaker:Studio, I have to say it should be used only by people who already know how to program basic event-driven code, and who at least know what multi-threading is.
But for learning the basics, this book is pretty well done.
Also note: If you are buying it used (through Amazon or wherever else), you can download the resource CD at the publisher's website.
Have fun!
If you have, or can get, GM:S 1.4.X then you MUST get this book also!
However, it is a fun chance to create your own games from beginning to end.
Great layout, and excellent detail on how to program a game using their system.
They also have a link to their website that has a forum and a whole community of gamemaker programmers.
So if you are strictly looking for game programming, then just get this one as a supplement to your library, however dont get this is you are just starting out and want to strictly learn programming.
Top reviews from other countries
Saying that, this book gave my son and I hours and hours of fun back in the day. He diligently worked his way through the book creating the games in there - and what wonderful little games they are. The book gives an enthusiastic tone into creating the games which made it so much easier to work through and the writing is clear and fun.
I would say that this book is excellent for an intro to game development as we had a complete blast with this book. I’m not sure whether the new version of Gamemaker has the same commands in so I’m not sure how relevant the book is anymore, but if you can get the old version working then I highly recommend this book.
For the best A to Z of beginner game design pickup The Game Maker's Apprentice: Game Development for Beginners.
Pros:
- Comes with a CD full of art and sound assets to help build the demo games
- Lots of different style games to make including brick-break, puzzle, top-down explorer
- Very finely tuned difficulty progression throughout the book
- The English is well-explained with almost no errors and lots of clarifications and FYI's to enhance your knowledge of why we are doing something
- Well illustrated and layout is great
- Good introduction to scripting
- Introduces you to best practices which you often won't get when self-teaching.
Cons:
- Slightly out of date as based on an older version of Game Maker. I was able to complete the entire book however without problems. Some features mentioned in the book are no longer available or have been superseded including built-in High Score table and the sleep function amongst others.
- Lots of little projects which is great but nothing to really sink your teeth into. However, the book will take you a while to get through and the sequel "The Game Maker's Companion" offers more in depth projects.
- Sometimes a little elementary and there are a lot of repetitive tasks for each project such as creating sprites, sounds, objects etc before getting into the game design.
Overall, I am very satisfied with the book which is just what I was looking for and highly recommend it for Game Maker beginners and others who have watched a few YouTube videos but want a more academic step-by-step guide. On to the sequel!
There is such enthusiasm flowing from the authors you get swept along on a fantastic adventure.
The step by step guide to creating games (using the included software) simply couldn't be any clearer. If you have any aptitude at all for making games you will find this book a revelation. By the end of the book (if not long before) you will not only be sparkling with ideas, but you will have the tools to bring them to life. I think this book will definitely be the starting point for many young game makers of the future.
I would like to meet the authors and shake them by the hand, this really is one of the best tutorial books I have come across on any subject.
If you have a kid who plays games, why not turn their enthusiasm into something more creative. Not only will they learn about making games, they will start to learn about programming computers and object oriented design - useful tools in the I.T. job market.
I used to be a game designer a long time ago, and I got this book for my ten year old son. He is downstairs now making another game and calling me to see his work - so much better than simply watching the TV. We really enjoyed working through the examples together.
If I had had this book when I was younger I would have thought I had died and gone to heaven. In my day I typed in buggy listings into a computer line by line and spent days trying to make it work. With game maker it is so much easier with a really friendly interface to click and drag objects around with. Plus, the games you make are really pretty good. You can even publish your games to the authors own web site (YoYo games) and get feedback from other players.
However, since he got this book his knowledge has come on leaps and bounds. Not only are the games he's creating using the book fun to play but he seems to have really understood how they work and I'm impressed at the speed he is adding features to the samples. Equally as impressive is the knowledge of how and why some games work and some don't (what might be called the psychology of game development) that the book delivers. The real world examples cited in the book are entertaining and really convey the intended messages well.
I just need to get it out of his mitts more often so that I can have a go!
Highly recommended.


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