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GameMaker Studio 2 Introduction

By Ben Tyers
Just starting out with GameMaker Studio 2?
This book gives step-by-step instructions so you understand the fundamentals.

Do You Make Silly Coding Mistakes?
This book shows and explains commonly used GML.
Learning how to use GML functions correctly is at the core of making great games with GameMaker Studio 2.

Complete the book "Introduction To Game Design & Programming In GameMaker Studio 2 in as little a 7 days.
You'll be amazed at how much you can learn in just one week.
Over 500 pages of content.
30+ projects to test your skills of GML as you work through the basic functions.

Book Provided In PDF So You Can Read On A Range Of Devices

After Completing Introduction To Game Design & Programming In GameMaker Studio 2 Book You Will Know How To:
Find Your Way Around The IDE
Import Sprites & Audio
Set Up Objects
Add GML Code To Object Events
Make Objects React To Player Input
Set Up Enemies & Basic AI
Program Basic GML Functions
How To Plan Your Game
How Beta Testing Works
How To Finance & Budget Your Game Project
How To Edit Asset

This mammoth 500 page book covers all the bases you need to start making your own games with GameMaker Studio 2.

You don’t need any prior experience of design or coding to learn how to make a computer games. This book guides you through all the steps. After finishing this book you will have the skills to start making your own games.

Over the last ten years or so I have written many books on game programming, and have completed over two-hundred game projects.

During that time I have learnt GML coding to a reasonable level, and have picked up many skills, tips and tricks and methodology for making games in GameMaker & Game Maker Studio 2.

The purpose of this book is to provide you with some of the knowledge that I have acquired. I make no claim that I’m the best coder or designer, but I do have a proficient understanding that I would like to instill on other budding game makers.

Unlike previous books of mine that focused mainly on the actual GML code, this book covers the full design progress, with some code thrown in.

The main areas covered in the book are:

Basics In depth guide to commonly used GML.

Starting With An Idea This section covers what you need to do with your initial ideas and how to take them forward.

Initial Planning & Preparation Take your ideas forward, design the basic game layout, what objects will be present, and how they will interact.

Software & Financing Software and resources cost money, this chapter covers some of the options available when funding your game.

Game Assets Where to get assets, depending on your game budget.

Refining Resources Setting up and editing resources so they are ready for your game.

Beta Testing & Debugging Testing the game, fixing bugs, and implementing feedback.

Programming Covers some of the coding required to implement aspects from your game design. This also covers a way to make the game in small chunks, so you can test it as you go.

Game Refinement Polishing off the game and making it ready for publication.

Final Testing Final checks before publishing.

Publishing & Game Promotion How to promote your game and get it played.

You will get a ZIP (176MB) file

$ 9.99

$ 9.99

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