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Game Development with GameMaker Studio 2: Make Your Own Games with GameMaker Language Paperback – 3 September 2019
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- Publisher : Apress; 1st ed. edition (3 September 2019)
- Language : English
- Paperback : 556 pages
- ISBN-10 : 1484250095
- ISBN-13 : 978-1484250099
- Dimensions : 15.49 x 3.2 x 23.5 cm
- Best Sellers Rank: 295,226 in Books (See Top 100 in Books)
- Customer Reviews:
From the Back Cover
Create games from start to finish while learning game design and programming principles using the GameMaker Studio 2 game engine and GameMaker Language (GML).
Game Development with GameMaker Studio 2 covers all aspects of game design and development from the initial idea to the final release, using an award-winning game engine. You learn how to create real-world video games based on classic and legendary video game genres. Each game project introduces and explains concepts of game development and design and coding principles, allowing you to build a wide set of skills while creating an exciting portfolio to kick-start a career in game development.
What You’ll Learn:
- Create games for different genres
- Master GameMaker Language (GML) programming
- Apply game design principles
- Delve into game programming patterns
About the Author
Sebastiano M. Cossu is a software engineer and game developer.Video games have always been his greatest passion and he began studying game development at an early age. Sebastiano started working with GameMaker in 2002 and has worked with every version of the software since then.
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Just a couple of examples so you can see what I mean. On p.109, the code calls a function 'all_cards_matched()', and in the text following it correctly says that this function hasn't yet been written. However, in this explanation, it refers to the function as 'all_cards_paired().' On p.91, there is a simple FSM (Finite State Machine) diagram, referring to four states: wait; check; victory; and loss. Yet on p.94, the code creating an enumerator refers to these states as paused, playing, won, lost. Then in the code on p.96, it checks to see if the state is set to 'wait' - not one of the states in the enumerator.
There are numerous other errors, and the text is poorly written too. It's a shame, because there are the bones of a useful book here - but it desperately need an edit and rewrite. As it is, it is basically unusable unless you already know how to code, in which case you'll be able to work out what's wrong. But this isn't really aimed at people who can already code, is it?!
My opinion of any step-by-step approach is that the more questions a reader has to ask, the poorer the job of laying out and explaining the steps.
The author does do a nice job of laying out and explaining tbe steps but falls awfully short in presenting working code in some places. Again, my own opinion, but the author, editor and other test subjects, especially testers unfamiliar with the project, should be following the steps and writing the code. If this had been done, or done properly, then the glaring code errors and missing explanations would likely have not made it into the released version of the book.
Also, although the author does explain what lines and chunks of code are doing, the code itself is not commented.
It's not specifically mentioned in the book (at least not that I saw) but some basic familiarity with GameMaker Studio 2's working environment is kind of critical. Readers hopefully will have watched the video tutorials provided by YoYo Games so that they are not totally lost.
As the title says, the book is focused on Game Development. It not a book about how to program with GML. The author does provide explanations about the GML being used but GML programming is not the focus.
I suppose 1 star might seem pretty harsh, but the errors/omissions mentioned above make the desired result impossible to attain rely on the text alone.
Reviewed in the United States on 8 October 2019