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Ciesla R. Next-Generation Gamemaking. A Beginner's Guide to GameMaker 2026

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Ciesla R. Next-Generation Gamemaking. A Beginner's Guide to GameMaker 2026

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Total size: 46.94 MB
Added: 6 days ago (2026-02-24 06:44:01)

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Info Hash: 00F540CDC4550525021742160801436A08A2935E
Last updated: 9 hours ago (2026-03-02 20:46:10)

Description:

Textbook in PDF format Grasp the concepts of creating games with GameMaker and the various features of the engine to create your first game. The book promotes critical thinking, problem solving, and creativity, making the process both engaging and effective. At 25 years old in 2024, GameMaker is still a hugely popular tool. It is considered one of the finest approaches for 2D game creation. The engine is behind dozens of hit titles including Hotline Miami, Undertale, Katana Zero, and Nuclear Throne. GameMaker offers both a visual and a code-based approach for game development and is a great tool for beginners. Next Generation Gamemaking demonstrates all the latest techniques and technologies made available in the GameMaker ecosystem but does so in a very understandable way. This very hands-on title is also of interest to educators as well as anyone else interested in the subject matter. No prior programming experience is needed. The first chapter of this book is an introduction to GameMaker, featuring a brief history of the software, an overview of its integrated development environment (IDE), and some of its workflow basics. Chapter 2 focuses on GameMaker Language (GML), a highly flexible scripting language providing the software with an unparalleled set of audiovisual functions for 2D games. We'll learn all about variables, loops, and data structures found in this powerful language fine-tuned for game development. The third chapter of this book will have us explore GameMaker's basic visual functions. We'll be drawing exciting lines and fantastic rectangles—all the while enjoying succulent sprites (i.e., pixel art). Chapter 4 is a close look at some more visual delicacy in the form of particles, a must-have type of eye candy in modern games. Chapter 5 tells the important tale of camerawork in GameMaker and introduces a two-player game prototype. At that point, reading the book, you will hopefully have an understanding of how to put GML to basic use. But the fun doesn't stop there. In Chapter 6, we have a trio of fascinating topics, namely, spatial audio, motion planning, and paths. Chapter 7 focuses on GameMaker's implementation of the Box2D physics library again with numerous example projects to help demonstrate its abilities. Chapter 8 takes a gander at topics such as sequences and real-time audio effects with a strong emphasis on the latter, sometimes overlooked technique. We also learn how to implement basic gamepad support. Chapter 9 is about the deployment process and how to deliver your games for the numerous platforms supported by GameMaker. The book ends with Chapter 10, a thorough look at techniques like surfaces and blend modes. The last chapter also features a prototype of a platformer game. You Will: Learn how to create 2D-based video games and export them for all supported platforms (e.g.Windows, macOS, PS5 etc.) Understand the basics (and some advanced features) of game making language (GML) Learn the ins and outs of GameMaker's mighty physics-system Gain experience of game testing and debugging Who Is This Book For: Beginners with little to no experience with GameMaker who are interested in starting the game development journey with this well-established engine. Contents: Introduction Acknowledgments About the Author About the Technical Reviewer A Quarter Century of GameMaker Game Logic with GML Core GameMaker Visual Functions Audio, More on Keyboards, and Particles Cameras, Layers, and Tilesets Spatial Audio, Motion Planning, and Paths Physics in GameMaker Sequences, Audio Effects, and Gamepads Debugging and Sharing Your Game Assorted Superior Techniques Index