![]() ![]() #DOWNLOAD MAPSOURCE KUYHAA CRACK#We’re going to take fighting giant squids in Zelda: Wind Waker as an example: The skies turn black and there is a crack of thunder as a giant squid rises from the surface of the ocean and towers over Link’s tiny boat. Visualize where it is set, what your character is doing, and how it is interacting with the other characters and objects in the game. Think about a particularly good section of your favorite game for a moment. This is something that takes time and practice, but we’ll try to give you a taste of what we mean. To become a good game designer, you need to learn to see beyond the surface features of games and consider what makes them fun at a basic level. What Makes a Good Game? We all know when we’re playing one we become completely absorbed by it and the hours fly by in no time at all, but how do you create a game like that? Well, unsurprisingly there’s no formula to guarantee success-otherwise everyone would be doing it! However, there are some general principles that can help you to create better games by thinking more deeply about the way that games work. Nonetheless, there is more to designing a good game than having a cool idea for a character or story, so these design chapters are here to provide some helpful advice for designing your own projects. We don’t want you to feel that you have to finish this book before trying out your own ideas-have a go whenever you feel ready, as you can always come back for more knowledge and ideas when you need them. There’s nothing more satisfying than realizing your creative ideas and seeing other people enjoy them, and that’s precisely what making games is all about. Nce you’ve caught the game-making bug, then it’s only a matter of time before you’ll want to start designing your own games. In the meantime, we’ll be thinking more carefully about the designs behind the games we’ve made so far, and we’ll be exploring what makes them fun to play. With this in mind, the next chapter is all about game design and you won’t have to go near events and actions again until Chapter 6. In fact, you’ve learned a lot about Game Maker over these past few chapters, and it’s about time we gave you a bit of a break. #DOWNLOAD MAPSOURCE KUYHAA HOW TO#You have also seen how to use a controller object to manage the game, plus you’ve learned how to use Else actions to provide extra control over the outcome of conditional actions. If you’re feeling particularly adventurous, why not try adding some bonuses that sometimes appear when boxes are crushed by each other? One of these could even transform all the stationary boxes into stone boxes-or card boxes if you’re feeling mean! By making this game, you have learned how to animate characters, both by creating different objects and by switching sprites. You might want to extend the game a bit further by adding opening and closing screens, or adding a scoring system to the game so that players can compete for the highest score. ![]() Good luck, and don’t forget to remove these cheats when the game is finally finished!ĬHAPTER 4 ■ TARGET THE PLAYER: IT’S FUN BEING SQUISHEDĬongratulations You’ll find the final version of the game in the file Games/Chapter04/lazarus3.gm6 on the CD. ![]() ![]() Event and include the Previous Room action. ![]()
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