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Game Maker's Apprentice Game Development for Beginners

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ISBN-10: 1590596153

ISBN-13: 9781590596159

Edition: 2006

Authors: Jacob Habgood, Mark Overmars

List price: $39.99
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The Game Maker's Apprenticeshows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by…    
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Book details

List price: $39.99
Copyright year: 2006
Publisher: Apress L. P.
Publication date: 10/17/2007
Binding: Mixed Media
Pages: 313
Size: 7.00" wide x 9.00" long x 0.75" tall
Weight: 1.606
Language: English

Jacob Habgood worked in the UK Games Industry for seven years, writing console games for Gremlin Interactive and Infogrames/Atari. During this time he contributed to a wide range of titles and lead the programming teams on MicroMachines (PS2, X-Box and Game Cube) and Hogs of War (PlayStation). Jacob is now a doctoral student at the University of Nottingham, researching the educational potential of computer games. As part of this research, Jacob runs clubs and workshops teaching children and teenagers how to make their own computer games, providing free activities and resourcesthrough his website: .

About the Authors
About the Technical Reviewer
About the Illustrator
Getting Started
Welcome to Game Maker
Installing the Software
The Global User Interface
Running a Game
How to Get More Information
What's Next?
Your First Game: Devilishly Easy
Designing the Game: Evil Clutches
The Boss Object
Events and Actions
The Dragon Object
Save and Run
Instances and Objects
Demons, Baby Dragons, and Fireballs
The Fireball Object
The Demon Object
Summoning Demons
The Baby Dragon Object
Backgrounds and Sounds
A Background Image
Background Music
Sound Effects
Action Games
More Actions: A Galaxy of Possibilities
Designing the Game: Galactic Mail
Sprites and Sounds
Moons and Asteroids
Flying Around
Winning and Losing
An Explosion
Finishing Touches
A Title Screen
Winning the Game
Adding Some Visual Variety
Help Information
Target the Player: It's Fun Being Squished
Designing the Game: Lazarus
An Animated Character
A Test Environment
Falling Boxes
Finishing Touches
No Way Out!
Adding a Goal
Starting a Level
Sounds, Backgrounds, and Help
Game Design: Interactive Challenges
What Makes a Good Game?
Game Mechanics
Interactive Challenges
Game Genres
Choices and Control
Control Overload!
Unfair Punishment
Audio Feedback
Level Design
Inheriting Events: Mother of Pearl
Designing the Game: Super Rainbow Reef
A Game Framework
The Front-End
The Completion Screen
Bouncing Starfish
Parent Power
Normal Blocks
Solid Blocks
Special Blocks
Polishing the Game
Sound Effects
Saving Games and Quitting
A Slower Start
Creating the Levels
Maze Games: More Cute Things in Peril
Designing the Game: Koalabr8
The Basic Maze
The Game Framework
A Moving Character
Save the Koala
Creating Hazards
Adding Additional Hazards
Locks and Switches
A Detonator
Finishing the Game
Game Design: Levels and Features
Selecting Features
Pie in the Sky
Do You Have That in Blue?
Starting an Arms Race
One-Trick Ponies
Emerging with More Than You Expected
Designing Levels
The Game Maker's Apprentice
Learning Curves
Difficulty Curves
Saving the Day
Applying It All
Emerging Springs
Training Missions
Dividing Levels
Multiplayer Games
Cooperative Games: Flying Planes
Designing the Game: Wingman Sam
Variables and Properties
The Illusion of Motion
Flying Planes
Enemies and Weapons
Dealing with Damage
Time Lines
More Enemies
End Boss
Finishing Touches
Competitive Games: Playing Fair with Tanks
Designing the Game: Tank War
Playing with Tanks
Firing Shells
Secondary Weapons
Game Design: Balance in Multiplayer Games
Competition and Cooperation
Independent Competition
Dependent Competition
Independent Cooperation
Dependent Cooperation
Mix and Match
Balanced Beginnings
Equivalent Characters
Balancing Differences
Balanced Choice
Weighting Choices
Cyclic Relationships
Balanced Computer Opponents
Artificial Stupidity
Enemies and Intelligence
GML: Become a Programmer
Hello World
Conditional Statements
Repeating Things
Dealing with Other Instances
Scripts As Functions
Debugging Programs
Clever Computers: Playing Tic-Tac-Toe
Designing the Game: Tic-Tac-Toe
The Playing Field
Let the Computer Play
A Clever Computer Opponent
Adaptive Gameplay
Intelligent Behavior: Animating the Dead
Designing the Game: Pyramid Panic
The Basic Framework
Creating the Maze and the Explorer
Expanding Our Horizons
Reactive Behavior
Time for Treasure!
Movable Blocks
Rule-Based Behavior
Walking Around
Moving Toward the Explorer
Dealing with States
Let There Be Light
Looking to the Future
Final Words
Creating Resources
Artwork: The GIMP
Music: Anvil Studio
Sound Effects: Audacity
The Game Maker Community
Note to Teachers
Good Luck