Game Maker For Beginners Revised Edition 2014 Sujit Yadav eBook
Download As PDF : Game Maker For Beginners Revised Edition 2014 Sujit Yadav eBook
Have you ever wondered how these games are created? Do you love playing games and want to create your own cool games? If your answer is yes then this book is for you. Game Maker For Beginners provides step by step tutorials for Game Maker to create wonderful games. In this journey you will learn about different type of games, how game works, GML(Game Maker Language) and particles etc. You will be creating four games throughout this book. In the end you will be creating a top down plane dogfight game.
Learning Game development is a very huge task, but with the blend of Game Maker and simple approach we can learn the basics easily. The games created in this book are created by Game maker 8. You can also use 7 or 8.1 to create them. So you don’t have to worry about having an older version of Game Maker. But using Pro version is recommended.
Download Link of the Resources included in the book now.
You will find
* Step by step Tutorials
* Full of screenshots
* Focus on beginners
* Simple and under stable language
* Learn GML
* Topic on various aspects of Game development- How to stay motivated, Get new ideas.
Testimonials
It is fun to read and very nice book. Hope to see good books from you. Worth my pocket money.
- Abdulmatin Khatri ( AMK Games).
I created my first game, because of you. Thanks.
- Sherley Gander
I thought, I can never do this. thanks to your book and blog.
- Jospeh fedler
I have fixed the grammar mistakes reported by the readers. Thank you for your noble support.
Game Maker For Beginners Revised Edition 2014 Sujit Yadav eBook
The best thing about this book is the author's sprit, which shows up on almost every page. He obviously loves games and programming them, which is inspirational, and we beginner game developers need all the inspiration we can get.In terms of its approach to teaching, the book is sort of okay as a beginner's guide. Unfortunately, it suffers from the same problems in its approach that many "beginner" programming books suffer from: it does not clearly explain *how* you make decisions. Instead, it mainly tells you what things are called and what their functions are, and what action gets which result. For me (maybe not for you, reader), this approach leaves out crucial information.
What is crucial? For instance, with this book you start programming your first example game (a "breakout" type game), with the author telling you to "first import your sprites." Next step is to "load" and name the sprite (it's a graphic of a ball). Then you "center" the sprite.
Why did we start with a sprite? Do you always have to start with a sprite? Is there some advantage to starting with a sprite? Why do we have to center it? Is that the only way you can use one?
Next, we need to "add behavior," so we "create" an "event."
Do you always need to create events after loading a sprite? Why did we create an event instead of an "object?" Objects can specify actions, so why use an event with a sprite, instead of an object? The author does not address these kinds of questions. If he went back later and talked about how he decides and prioritizes among programming options (and there are many!), but he does not seem to, unless I missed something.
These questions may seem nitpicky, but for me as a beginner, my problem wasn't with learning terms or understanding that using a set of code (or drag and drop) caused a particular thing to happen. It was when I first tried to do anything on my own--change scripts or parameters or pretty much anything--that I realized that I didn't know why the author used the particular steps he used in the particular order he used them. The authors of these books often say things like: "Play with the code. Try making changes and see what they do." My initial experience was that my "playing" made the example game fail to start executing, or to crash. And since I didn't know how the programmer made the decision to do A instead of B, I had no idea as to what I had done wrong, or what a better way would have been.
The book, as others have pointed out, has typos, but even more problematic (from my point of view) was the poor English. Examples, just from the intro:
"Today video game industry has been grown so much."
"[The market] will never get saturated until a man can imagine."
I have a rough idea of what the author is trying to say, but the language interrupts my reading to chuckle or wonder what he was trying to say. Also, it does not give one confidence when the author could not find a way to give his manuscript to someone fluent in English, who would have immediately seen the numerous instances of poor or confusing grammar, poor or inaccurate use of the vernacular, and other obvious errors.
So, if this book has really helped someone learn GM programming, great. I commend the author for his spirit and ambition, but there are other beginner's guides that do better.
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Game Maker For Beginners Revised Edition 2014 Sujit Yadav eBook Reviews
I Like the book. Short but full of nice tutorials.
To the author
May I suggest you a get a competent editor before publishing the next revision? There are still many remaining grammatical errors. Content is good, but the uneven writing is distracting.
I was looking for a simple and easy book to learn Game Maker.So that I can teach my two kids, "how can they make games?". I find it very useful because of step by step tutorials. I really recommend it to the beginners and moms who want to see their kids creating games.
I cannot download the resources and as such will not purchase the book. Sorry
thank you
The best thing about this book is the author's sprit, which shows up on almost every page. He obviously loves games and programming them, which is inspirational, and we beginner game developers need all the inspiration we can get.
In terms of its approach to teaching, the book is sort of okay as a beginner's guide. Unfortunately, it suffers from the same problems in its approach that many "beginner" programming books suffer from it does not clearly explain *how* you make decisions. Instead, it mainly tells you what things are called and what their functions are, and what action gets which result. For me (maybe not for you, reader), this approach leaves out crucial information.
What is crucial? For instance, with this book you start programming your first example game (a "breakout" type game), with the author telling you to "first import your sprites." Next step is to "load" and name the sprite (it's a graphic of a ball). Then you "center" the sprite.
Why did we start with a sprite? Do you always have to start with a sprite? Is there some advantage to starting with a sprite? Why do we have to center it? Is that the only way you can use one?
Next, we need to "add behavior," so we "create" an "event."
Do you always need to create events after loading a sprite? Why did we create an event instead of an "object?" Objects can specify actions, so why use an event with a sprite, instead of an object? The author does not address these kinds of questions. If he went back later and talked about how he decides and prioritizes among programming options (and there are many!), but he does not seem to, unless I missed something.
These questions may seem nitpicky, but for me as a beginner, my problem wasn't with learning terms or understanding that using a set of code (or drag and drop) caused a particular thing to happen. It was when I first tried to do anything on my own--change scripts or parameters or pretty much anything--that I realized that I didn't know why the author used the particular steps he used in the particular order he used them. The authors of these books often say things like "Play with the code. Try making changes and see what they do." My initial experience was that my "playing" made the example game fail to start executing, or to crash. And since I didn't know how the programmer made the decision to do A instead of B, I had no idea as to what I had done wrong, or what a better way would have been.
The book, as others have pointed out, has typos, but even more problematic (from my point of view) was the poor English. Examples, just from the intro
"Today video game industry has been grown so much."
"[The market] will never get saturated until a man can imagine."
I have a rough idea of what the author is trying to say, but the language interrupts my reading to chuckle or wonder what he was trying to say. Also, it does not give one confidence when the author could not find a way to give his manuscript to someone fluent in English, who would have immediately seen the numerous instances of poor or confusing grammar, poor or inaccurate use of the vernacular, and other obvious errors.
So, if this book has really helped someone learn GM programming, great. I commend the author for his spirit and ambition, but there are other beginner's guides that do better.
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