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CHARLES RIVER MEDIA

  25 Thomson Place Boston, Massachusetts 02210617-757-7900 617-757-7951 (FAX)crm.info@thomson.comwww.charlesriver.com This book is printed on acid-free paper. Jason Darby.

ISBN-10: 1-58450-534-6

  Requests for replacement of a defective CD-ROM/DVD must be accompanied by the original disc, your mailing address, telephone number, date of purchase and purchase price. CRM’s sole obligation to the purchaser is to replace the disc, based on defectivematerials or faulty workmanship, but not on the operation or functionality of the product.

12 L

  I remember the long lines of people in the local pizza parlor waiting in amazement when the firstcommercial pong game was installed, when Pac-Man fever swept the I world and Donkey Kong introduced everyone to the legendary Mario. These new tools focus on the visual and logical flow of the game and do not require the mechanics of traditional programming.

ABOUT THE AUTHOR

  Aim of the Book The aim of the book is to allow anyone with no programming background(or in fact even if you are a programming professional) to create a whole range of games for the Windows Operating System quickly and easily. The first thing to consider while working on your current system is the system requirements for the applications you will be using or intend to use, which appearon the box, in ads, and on the home pages of the product.

Chapter 1 Introduction to Game Development Usually, the minimum system requirements are just that, the bare minimum to run the

  Due to growing compe- tition in the marketplace and the number of people using the service, the priceshave continued to drop, and the monthly fee for DSL is much cheaper than a tele- phone call to use the Internet. In Graetz’s words, “The PDP-1 would be faster than the Tixo, more compact, and available.” (The Tixo, a nickname for TX-0, was an earlier computer, also atHingham.) He adds, “It was the first computer that did not require one to have anElectronics Engineering degree and the patience of Buddha to start it up in the morning; you could turn it on any time by flipping one switch, and when you were finished you could turn it off.

Chapter 2 The History of Game Development Spectrum 48Ks, and Commodore 64s, the developer/processor/gamer compromise was sprites. A sprite is a graphic image that can move within a larger image. Remember

  This is also very similar to HTML, or HyperText Markup Language, which is what Web browsers use to display a site’s pages.<FONT COLOR=“#000000” FACE=“Times New Roman,Times,Times New- Roman”> The last three words here are <B><I>bold and italic</I></B></FONT>These commands tell the Web browser what font (style of letter) to use, and the color of the font. AME ONSOLES HAPE THE UTURE G C S F Back in the 1970s, when Atari and others debuted their game consoles, processors were expensive, so consoles such as the 2600 and Intellivision had to rely on lessprocessor power to do all the necessary tasks.

Chapter 2 The History of Game Development Previously, it was necessary to learn the specific language of a processor before

  Among the most important terms is “genre.” Genres in computer games, as in movies and books, help the designers form a unified vision; help busi-nesspersons sell the games, and help the audience know what they are getting. And if you plan to get your game published, you will need to be able to quickly and clearlyposition your title in the publisher’s mind by comparing it to other games, and dis- cussing your game in terms of its genre.

Chapter 2 The History of Game Development Shoot ‘em Ups Space Invaders, Asteroids, Sinistar, Space Battle, and the original Spacewar are ex- amples of this genre (later in the book you will make your own shoot ‘em up game). These are the 2D games where you are in a ship in space and you shoot things be-

  Side scrollers usually have the hero running along platforms, jumping from one to the next, while trying not to fall into lava or get hit by projectiles. The focus in afighting game is the almost endless fighting moves and special moves you can use against your opponent.

Chapter 2 The History of Game Development Racing Games Racing games center on the concept of driving fast around different tracks. Wipeout, Destruction Derby, Mario Kart, and South Park Derby, to name a few, are all racing

  These games attempt to put you into the action, as you are literally lookingout of the eyes of the character, seeing and hearing what the character sees or hears. These games emulate the traditional pen-and-paper games in which you play characters that have manysignificant attributes, such as health, intelligence, strength, and areas of knowledge Broken Sword, CSI: Dark Motives, Sherlock Holmes and the Case of the MissingEarring, and Runaway 2: the Dream of the Turtle are all adventure games.

Chapter 2 The History of Game Development Sports Games Sports is a huge-selling genre all by itself, but also another genre label that doesn’t

  Althoughinteractivity (the ability to interact with a computer to play a game) is important, T the basics of this interactivity depend on the game type and the application you are using to develop the game. In Figures 3.12through 3.16, you can see the RGB values of the color, and even though the images are in black and white, you can see the position of the marker in the color palette.

4 SOUND AND MUSIC

  YPES OF OUNDS T S What you hear in a game can range from recorded (or sampled) sounds such as voices and music; menu sounds like beeps and button clicks; and other effects, suchas explosions, weapons fire, footsteps, and a long list of other in-game sound effects, both subtle and deafening. If you are using a Pock- etPC or Windows CE-based PDA, you can simply connect it to the computer and transfer the recordings, which will already be in WAV format.

Chapter 4 Sound and Music Microphone: A connector that lets you connect a microphone to record your

  The type of sound card and software you have will determine if you can access this from the systemtray or from the Sound and Audio option in the Control Panel. A markercan be a simple sound or a graphic, and in a big game development represents voice recordings or graphics that have yet to be created.

Chapter 4 Sound and Music So you can use Windows’ sound recorder as an easy and inexpensive (as the

  If you are writing music for a game that reenacts the Civil War, you might watch movies about the Civil War, or talk with music historians about the types of instru-ments or music popular during that time period. In the Demos folder is ACID XPress, the free version of ACID from Sony, and companion DVD contains three packages you can use to try some of the looping pro- includes a 10-track version.

Chapter 4 Sound and Music RESS ACID XP In this part of the chapter, you are going to install the XPress version of ACID, walk

  Both ACID and eJay come with extensive help material, and the walkthroughs and the examples here should be enough toget you in a position where you can begin making your own songs. Running ACID XPress for the First Time When you run the ACID XPress software for the first time, you will be asked to reg- ister the software before starting to use it (Figure 4.9).

1: Track Header: Where you place all your media files you will put into your

2: Time Display: Tells you exactly where the cursor is within your song on the

  You can im- port a number of different formats, but some are not available in the Xpressversion even though they are listed. The time on the left is the actual song play time, and on the right is measured in measures.beats.ticks.

3: Time Line: Where you’ll do most of the work to create your music. The

  timeline has a number of rows where the different imported tracks will be painted or drawn onto the timeline to tell ACID to play that loop. Eachsquare on the timeline is equal to a number of musical beats, as shown by the number at various intervals across the top of the timeline.

6: Mixer: Allows you to keep an eye on the sound levels and finely tune them

  If you makea mistake, you can drag and drop any of the media files on the timeline by holding down the left mouse button and moving it to the required location. Another limitation of the Xpress version is that you can only save at 48 Kbps; the lower the Kbps, the lower the quality.

Chapter 4 Sound and Music ANCE E AY D J

  2: Song Timer: Shows the length of time the song has been playing for since you clicked Play—the entire length of the song etc., in minutes, seconds, and hundredths of seconds. 3: Sound Levels: Shows a visual cue to the overall sound in the left and right speakers.4: Toolbar: Menu options in the main menu are also accessible here; these are main menu, file manager, CD burner, Web link, config/options, and help/tu- torials.

5: Track Controls: Displays the different track numbers you can apply loops to

  The sound clip archive allows you to access the large archive of loops that are provided with the full product, and in thiscase, the loops provided with the demo to place them on the track area. If you are a small group of people working together over the Internet or a one-person developerlooking to only make games for fun, some of the bigger concepts (getting published and checking sales data) are not necessarily relevant to you at this stage.

Chapter 5 Elements of Designing a Game There are three phases of game design: predevelopment, development, and

  In other words, while the game idea represents the sum total of what youplan for the game, the game treatment is a distillation of a much larger body of work and only touches on the highlights of the project. The treatment generally contains the (proposed) title, the genre, the feel of the game play, the overall look of the game, features you plan for the game, and anymarketing information that will back up the feasibility of the title.

Chapter 5 Elements of Designing a Game Be careful. This document is deceptive to many because of its brevity, but writing it concisely

  Even if you are making a game on a small scale, you should still get in the habit of writing down your ideas and documenting the development of your title. Many teams place background information (information that tells how the situation shown in the game came about) in its own category, but becauseit relates to the story, you can put it in the game overview section.

Chapter 5 Elements of Designing a Game Heroes and Enemies The next section of the design document deals with the characters in your game. Like the level section, the character section should almost fall into place if you cre- ated a detailed game overview. There are two basic types of characters in most games: a hero, and enemies. You can include details of the hero, such as background information or rough sketches. These will help team members understand what they’re trying to accomplish. For

  You can discuss the tools you plan toemploy, the types of sound effects, and possibly detail the music you have in mind for the levels you listed earlier in the process. In the first draft of the design document, the most important details to include here are the audio formats and sound API (application programming interface) youplan to use, along with what types of music and sound effects.

ECHNICAL NFORMATION AND SSOCIATED

  I A R ISKS T The most important things to list in this area are the team members’ development ex- periences in developing a game similar to the one you are working on. For instance,if the lead programmer developed 3D engines in the past, mention this experience.

Chapter 5 Elements of Designing a Game EQUIRED ESOURCES AND CHEDULING R R S The final area to include is required resources and scheduling information. The sched-

  Still, with the material from this chapter, you shouldn’t have a problem creating a functional game treat-ment, design document, and game proposal for yourself or for a team. For a small fee, youcan upgrade to the professional version, which will remove some of the restrictions on the lite version.

Chapter 6 Introduction to Game Maker

  In this final dialog, you can click on the View Readme dialog to display an information page with details about the product and where to obtain help. Notice that there is a new desktop icon for the Game Maker program, and it also appears in the Start All Programs | Game Maker 7 menu.

Chapter 6 Introduction to Game Maker S YSTEM R EQUIREMENTS Before you begin learning the Game Maker program, it is important to know the

  On the left side of the dialog box are a number of options: Purchase Online: This will take you to a page to purchase the upgrade serial code. You will need to select this item and fill in the relevant details before you can start to use all the features in the program.

Chapter 6 Introduction to Game Maker Rooms. Along with the resources, you’ll see Game Information and Game Options. You’ll also see a standard type of menu and toolbar at the top of the screen. The Resource Explorer gives a tree-like view of all the resources in your game. Here’s how it works: 1. To open a resource, right-click it

  If a resource has a + next to it, you can click the + to expand the tree view and see the resources inside it. If a resource has a – next to it, you can click the – to collapse the tree view and hide the resources inside it.

Chapter 6 Introduction to Game Maker Scripts Menu The Scripts menu option allows you to import code from an outside file. Scripts are

  7 YOUR FIRST GAME MAKER PROJECTIn This Chapter 117 efore you start using Game Maker, you need to learn about a few of the ideas behind the program, which will help tremendously when you create a game. For instance, the objects in the previously mentioned racing car game would include items play- ers control, such as the car; stationery objects, such as a health meter; and computer- controlled objects, such as the other cars.

ON THE DVD

  Do the same process again, but this time select the event of the <Right> key press, and configure the movement to the right at a speed of 8. Click Square in the middle of the Move Fixed dialog and ensure the speed is set to 0.

Chapter 7 Your First Game Maker Project It’s time to save and run the game. Here’s how

  Here, you’ll add quite a few additional steps and create an exciting game: T A menu screen •A game screen •A ship that fires bullets at a pre-determined time •A space backdrop •Two buttons that will allow navigation through the game • The creation of asteroids •A scoring system •A health and lives system • You can see an example of the final game in Figure 8.1. The 2D Space Shooter—End of the Earth aim of the game is to destroy as many of the asteroids as you can before losing three lives and ending the game.

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