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CH.
1: DESIGNING GAMES
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Approaching Game Development
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Focusing Your Game
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Developing a Story Line and Characters
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Designing the Interface
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Formulating Good Gameplay
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Developing the Logic
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Writing the Code
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Checking for Errors
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Preparing Your Game for Distribution
CH.
2: USING DIRECTOR
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Using the Stage Window
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Using the Property Inspector Window
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Using the Score Window
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Creating Bitmap and Vector Graphics
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Importing Media into a Cast
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Writing LINGO Scripts
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Compiling and Compressing Your Game
Ch.s
3-17 present games in increasing order of difficulty.
Here’s each chapter’s game along with the major ideas
or skills presented in that chapter.
CH.
3: SCRAMBLE: MANIPULATING GRAPHICAL SPRITES
Scramble is a “sliding piece“ puzzle. This game
introduces “sprites” and teaches you how to apply
multiple behaviors to a graphical sprite. This
includes generic button behaviors, comparing and
changing sprite locations, changing a sprite cast’s
member, and creating “soft blinks”.
CH.
4: PAINTER: PAINTING WITH SPRITE TRAILS
Painter is less a game than a tool---you create a
simple program that allows users to draw and paint on
the screen usinga mouse. Programming this game
teaches you how to paint using smooth lines, how to
add “paper masks”, and incorporating a degree of
randomness into the paint’s properties.
CH.
5: MONK MANIA: PLAYING SOUNDS
Monk
Mania is a musical memory game---increasing numbers of
monks sing in a certain order, and then you try to
recreate that order. This game, because it involves
music, teaches you about Director’s Score
function---how to add sounds, “puppet sounds”, playing
sounds, and interrupting sounds.
CH.
6: TIC-TAC-TOE CHALLENGE: ELABORATING ON A SIMPLE GAME
Everyone knows tic-tac-toe! This version of the famous
“Xs and Os” game will teach you how to create an
introductory screen, how to apply the “take turns”
behavior, how to “tween graphics”, and how to add a
rudimentary level of “Artificial Intelligence (AI) to
the game.
CH.
7: GREMLINS: GENERATING RANDOM MOTION
Gremlins is a dart game where you throw graphical
“darts”. It introduces the random function to rotate
and move the sprites, change cast members, and add
crazy behaviors!
CH.
8: GO: PROVIDING TWO METHODS OF PLAY
Go
is an ancient Asian board game. This computerized
version teaches you how to place random pieces on a
board, update a game board, activate game pieces, and
allow the user to move game pieces.
CH.
9: SMAC-MAN: UTILIZING KEYBOARD CONTROL
As
you might have guessed from the name, this is a
version of Pac-Man (one that incorporates a cops and
robbers theme). Creating this game teaches you how to
detect keyboard events, keep Smac-Man from moving
places you don’t want him to go, simulate walking, and
even how to add secret “cheat” codes to your game.
CH.
10: THE GREAT ERUDINI: ANIMATING WITH FILM LOOPS
This
is a fortune-telling game where users input text
questions and “The Great Erudini” answers, seemingly
with quite a degree of intelligence! This game
teaches you to set up animation sequences, then
convert those animations into film loops, and finally
display and edit the film loops.
CH.
11: OLD-FASHIONED PINBALL: APPLYING REALISTIC PHYSICS
This
game mimics an arcade pinball machine. To do that,
you’ve got to learn how to make objects move in ways
that don’t violate the laws of physics! Therefore,
you apply gravity, friction, as well as magnetism and
magnetic attraction to objects.
CH.
12: BACKYARD BRAWL: CREATING DYNAMIC CHARACTERS
Backyard Brawl is a two-dimensional fighting game.
Creating the game teaches you how to create and use
global variables, how to have the characters inflict
damage on each other, indicate pain, and use “bot”
control for your fighters.
CH.13: COVERT MAYHEM: ANIMATING IN THREE DIMENSIONS
Covert Mayhem is our first three-dimensional game.
You’ll learn how to generate walls, how to move
objects on three axes, how to translate an entity’s
properties into movements, and how to tell whether
objects are colliding with each other,.
CH.
14: MARTIAN DOGFIGHT: PRODUCING COMPLEX VECTOR
GRAPHICS
This
is a graphically updated version of the venerable
“Space Defender” space shootout game. This game
teaches you how to add new components (including
complex vector graphics), fine-tune your components,
and edit shapes.
CH.
15: FROGGY: PUBLISHING INTERNET CONTENT
Froggy is, you guessed it, Frogger---the game where a
hapless froggy tries to cross a busy highway without
getting squished. This game introduces some aspects
of producing your games---previewing in a browser,
setting custom dimensions and compression settings,
and creating a game loader.
CH.
16: ROBO-PONG: EXPORTING DIGITAL VIDEO
Pong
was the first commercial arcade video game, created
back in the seventies. Robo Pong is a fancier
version, but it’s still basically a ping pong game.
This games teaches you about Quicktime and AVI videos
and bitmap graphics.
CH.
17: EPIC SKETCH: INCORPORATING FLASH MOVIES
This
is a virtual version of an Etch-O-Sketch. It includes
a “knob movie”, a screen movie, and a background
movie. |