Index
A
- Adobe Photoshop
- analytics
- angular damping
- animated characters
- animated sprites
- animation system
- application
- arguments
- art assets
- artificial intelligence (AI)
- audio
- audio APIs
- audio file formats
B
- 8-bit Collective
- background images
- background move
- background music, Sound Properties editor
- Background Properties editor
- backgrounds
- BFXR
- BMP format
- boss battle
- Box2D physics engine
- Brawl
- bullet
- Burst emitters
C
- canFire variable / Building the player
- Cannons
- character movement
- child objects
- classic platforming game
- Coach
- coding conventions
- collectible
- collision forecasting system
- collision group
- collision sounds
- collision_line function
- consistency
- constants
- CSS3 (Cascading Style Sheets 3)
D
- 2D array
- data
- data object
- data structures
- debugging tools
- Debug Messages
- debug version, JavaScript code
- demolition equipment, tower toppling game
- density
- Distance Joint
- draw_text_ext function / Adding introductory text to each level
- Dust Cloud
E
F
- Facebook integration
- Facebook login button
- falloff / Using the GM:S Audio engine
- FGL
- finishing details, adding
- fixture
- FloatBot
- Flurry
- Flurry Analytics
- Font Properties editor
- Force
- Freesound
- friction
- Front Ends
G
- game
- running / Running the game
- debugging tools / Tools for debugging your games
- coding conventions / Coding conventions
- controlling, with Overlord / Controlling the game with the Overlord
- win condition, setting up / Setting up the win condition
- Ghost object, respawning / Respawning with a Ghost object
- user interface, drawing / Drawing the user interface
- finishing details, adding / Adding the finishing details to the game
- rooms, navigating between / Navigating between rooms
- rooms, building / Setting up the rooms
- rooms portal, creating / Creating Room Portals
- risk and reward, adding / Adding risk and reward to destruction
- introductory text, adding to each level / Adding introductory text to each level
- particle effects, adding / Adding particle effects to the game
- releasing, on website / Releasing a game on your own site
- hosting / Hosting the game
- uploading, with FTP / Uploading the game with FTP
- Facebook login button, adding / Adding a Facebook login button
- events, tracking / Tracking events in the game
- releasing / Making money with your games
- GameMaker*Studio
- features / Making HTML game development easy
- HTML5 Game Development / Making HTML game development easy
- purchasing / Setting up the software
- downloading / Setting up the software
- setting up / Setting up the software
- layout / Our first look at the Studio
- interface / Our first look at the Studio
- Menu / Our first look at the Studio
- Toolbar / Our first look at the Studio
- Resource tree / Our first look at the Studio
- Workspace / Our first look at the Studio
- resource editors / Exploring the resource editors
- art assets, loading with Sprite Properties editor / Loading your art assets with the Sprite Properties editor
- game objects, creating with Object Properties editor / Creating game objects with the Object Properties editor
- worlds, creating with Room Properties editor / Creating worlds with the Room Properties editor
- game, running / Running the game
- code, introducing with Script Properties editor / Introducing code with the Script Properties editor
- scene, filling with Background Properties editor / Filling the scene with the Background Properties editor
- noise, bringing with Sound Properties editor / Bringing noise with the Sound Properties editor
- Font Properties editor / Writing text and the Font Properties editor
- complex movements, creating with Path Properties editor / Creating complex movements with the Path Properties editor
- collectibles, spwaning with Time Line Properties editor / Using the Time Line Properties editor to spawn collectibles
- art assets, creating / Manufacturing art assets
- image file formats / Understanding the image file formats
- sprite sheets, importing / Importing sprite sheets
- image editor / Introducing the image editor
- in-built Image Editor / Introducing the image editor
- animated sprites / Animating and creating sprites
- audio, manufacturing / Manufacturing audio
- audio file formats / Understanding the audio file formats
- animated characters / Creating animated characters
- physics engine, building / Understanding the physics engine
- tower toppling game, building / Building a tower toppling game
- integrating, with Facebook / Integrating with Facebook
- GameMaker Language
- game music
- GAUSSIAN effect
- Gear Joints
- Ghost Librarian
- Ghost object
- giant LaserCannon
- GIF format
- GIMP
- GM*S Audio engine
- Google Chrome / Taking a look at the JavaScript code
- gravity
- grid data structure
H
- heads-up display (HUD)
- HTML5
- HTML5 DEBUG console
- HTML5 limitations, particles effects
I
J
- JavaScript code
- Joints
- JPG format
K
L
M
N
- normal sounds, Sound Properties editor
O
- obfuscated version, JavaScript code
- Object
- Object Properties editor
- obj_Bullet event
- obj_Enemy_Parent
- obj_Player event
- OGG file format
- Overlord
P
- parent object
- particle effects
- particle emitters
- particles
- particle systems
- Path Properties editor
- persistent player
- physics engine
- physics properties
- physics world
- Pickle
- Pillars, tower toppling game
- Pillars and Debris, tower toppling game
- player character
- player object
- player points
- player sprite
- players progress, saving
- PNG format
- polish
- priority queue data structure
- Prismatic Joints
- Pulley Joints
- PyxelEdit
Q
- quality bar
- queue data structure
R
- readability
- Reason
- resource editors
- Resource tree
- restitution
- Revolute Joints
- risk and reward
- Room
- room
- room portals
- Room Properties editor
- rooms
- rooms, HUD
S
T
U
V
W
- wall object
- wall sprite
- waves of enemies
- WebGL
- win condition
- win condition, tower toppling game
- Windows version debugger
- Workspace
- Wrecking Ball, tower toppling game
- writeText variable / Adding introductory text to each level
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