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The Game Maker's Companion (Technology in Action) 1st ed. Edition
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You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games.
With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.
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.
- ISBN-101430228261
- ISBN-13978-1430228264
- Edition1st ed.
- PublisherApress
- Publication dateOctober 19, 2010
- LanguageEnglish
- Dimensions7 x 1.2 x 9.1 inches
- Print length440 pages
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Product details
- Publisher : Apress; 1st ed. edition (October 19, 2010)
- Language : English
- Paperback : 440 pages
- ISBN-10 : 1430228261
- ISBN-13 : 978-1430228264
- Item Weight : 2.51 pounds
- Dimensions : 7 x 1.2 x 9.1 inches
- Best Sellers Rank: #1,538,862 in Books (See Top 100 in Books)
- #366 in Computer & Video Game Design
- #1,077 in Game Programming
- #1,993 in Software Development (Books)
- Customer Reviews:
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About the authors

Nana Nielsen grew up in Denmark under the watchful eyes of two computer programmers. Being fed J.R.R. Tolkien and text adventures on the Commodore 64 from a very early age, she developed a keen interest in both stories and games, and how the two intermingle. Since then she has earned a degree in Interactive Multimedia and worked in the games industry for more than a decade and helped complete a dozen titles in different genres, including the platformer Crash Bandicoot: Twinsanity, the RPG Sudeki, the adventure series Broken Sword, and the popular series of Doctor Who -- The Adventure Games.

Jacob is a Senior Lecturer in Game Development at Sheffield Hallam University in the UK, and has spent all of his professional and academic life developing videogames. He started writing games on the ZX Spectrum at the age of 10 and had his first shareware game published on the Commodore Amiga at the age of 18. He took a degree in Computer Science and then went to work for the classic British game developer/publisher Gremlin Interactive at the beginning of the PlayStation era. He worked for Gremlin and then Infogrames/Atari for seven years leading programming teams on titles like "Hogs of War" and "MicroMachines" for the PlayStation, Xbox and GameCube. Then in 2003 he was offered a scholarship to undertake research in the field of games and learning at The Learning Sciences Research Institute (Nottingham, UK). Here, he spent three years working with children making and playing educational videogames, before returning to the games industry to work for Sumo-Digital in 2006. He was awarded his Ph.D. in 2007 for his thesis entitled "The Effective Integration of Digital Games and Learning Content". He worked at Sumo for three years as their Head of Serious Games before leaving to take up his current position at Sheffield Hallam.
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Oh, and the samples projects are fun! They give immediate feedback to your learning that is both pleasing to the eye and fun. One word of caution, though. You should either read the first book in the series ( The Game Maker's Apprentice: Game Development for Beginners (Book & CD) ), or have a significant experience with creating games in Game Maker. As an alternative to Game Maker experience, it would also suffice to have significant experience in other programming tools. I would at the minimum recommend going through the various tutorials available with Game Maker before attempting this book.
Additionally, I would also recommend that you obtain a Pro license to Game Maker 8 if you are going to work through this book. There is a version of Game Maker 8 on the included CD, and the activation in done through the program itself. It is very inexpensive, and well worth the cost.
One caveat: I first obtained this book online via O'Relly's Safari online books. This book is of no practical use without the examples on the CD. I was not able to find a site to download the examples, even at the publisher's site. In my case, I bought a copy of the book for my son, so I copied the examples off of the CD. Perhaps there is a way to get the examples if you buy a digital copy, but I would check this out first. I would highly recommend the author/publisher provide a way for digital users, such as Safari users, to download the examples. I have filed a "bug" report about this at the Apress site.
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-Jonathan Nilsson
Il faut connaître les bases de GM 8 (il y a un tuto en français sur le site du zero) ou avoir une expérience de ce genre de logiciels (ex The Game Factory).
3 projets de jeux de plates-formes en 2D : un petit jeu, un jeu identique a Zool et un jeu plus stylisé. Les 2 premiers sont faisables avec la version lite de GM 8 et sans code GML. Le 3eme nécessite de coder en GML
On vous montre comment faire un niveau, ensuite à vous de faire les suivants.
Plein d'astuces pour faire un bon jeu (design, histoire et programme).
Les exemples ne sont pas des jeux pouet pouet, cf Zool sur Amiga.
Livre détaillé et bien expliqué par des pros.
CD ROM avec sources, GM 8 lite.
Excellent. 10/10


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