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The Game Maker's Companion: Game Development: the Journey Continues
 
 
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The Game Maker's Companion: Game Development: the Journey Continues [ペーパーバック]

Jacob Habgood , Nana Nielsen , Martin Rijks , Kevin Crossley

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内容紹介

The Game Maker’s Companion is the long-awaited sequel to The Game Maker’s Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you’ll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you’ll get acquainted with a long-lost icon of platform gaming history on the way.

You’ll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There’s even a handy reference section at the back of the book which will be invaluable for adding common features to your own games.

With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker’s Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.

What you’ll learn

  • Learn the fundamentals of how to create platform games with nature’s first platform game character: Fishpod.
  • Discover how to recreate the classic 90’s platform game Zool (Ninja of the Nth Dimension) entirely using drag-and-drop programming.
  • Learn how to extend and improve upon the drag-and-drop functionality of Game Maker using GML scripts.
  • Follow the design of the atmospheric platform-adventure game Shadows on Deck from original concept to a completed vertical slice of gameplay.
  • See how professional designers create engaging storylines with believable characters.
  • Learn how to modify the Shadows on Deck artwork to include in your own games.
  • Experience a practical journey into game development which has been unparalleled since The Game Maker’s Apprentice.
  • Gain access to professional game resources from Shadows on Deck which you are free to use in your own Game Maker games.

Who this book is for

This book is for The Game Maker’s Apprentice readers, along with other game developers in general.

Table of Contents

  1. Greetings, Game Maker
  2. Platform Beginnings: An Idea with Legs
  3. Zool: Taking It to the Nth Dimension
  4. Empowerment: Sliding Ninjas
  5. Krool’s Forces: Sweetening the Challenge
  6. Fighting Talk: The Empower Strikes Back
  7. Game Design: “Shadows on Deck”
  8. Storytelling in Theory
  9. Storytelling Applied
  10. Of Mice and Pen: Pirate Art
  11. GML: From Ninja to Pirate
  12. Rogues’ Rendezvous: Vertically Sliced
  13. The Story Begins
  14. Feature Reference
  15. Rogues’ Rendezvous: Dialogue

著者について

Jacob Habgood worked in the U.K. 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 resources through his website: www.gamelearning.net.

Nana Nielsen grew up in Denmark under the watchful eyes of two computer programmers: her parents. Being force-fed Tolkien books and text adventures on the Commodore 64, she developed a keen interest in both stories and games, and how the two intermingle. Since then, she has earned a degree in interactive media and worked in the games industry for more than a decade. She has published a dozen titles in different genres, including the platformer Crash Bandicoot: Twinsanity, the RPG Sudeki, the adventure series Broken Sword, and the sports title Virtua Tennis. She is currently working on the popular episodes of Doctor Who—The Adventure Games.

Kev Crossley began his long career as an artist at the tender age of three, when he discovered that rather than eating poster paint, it was actually useful for painting with. It was a while before he worked out that the teachers shouted less when you kept the brush on the paper, (rather than, for example, the trouser leg of Mr. Robinson!) Nevertheless, he displayed a precocious talent for one so young, and by the age of seven he was composing vast battles between armies of Daleks and Hulked-up dinosaurs on his bedroom walls (as he still hadn't mastered the art of staying on the paper.)

Such a promising start augured well for the future, and after a distracting three years at university studying typography and how not to design stationary, he stumbled into a job as a video game artist. This was a role he enjoyed for 15 years before becoming a freelance illustrator, contributing to numerous RPG books and comics such as 2000AD and KISS4K. His book Fantasy Clip Art was published in 2006, and he writes regularly for various art magazines including ImagineFX.

His grueling work schedule is made bearable by the unwavering support of his wonderful wife Fiona, and thanks to the example set by his son Aidan, Kev's brushes still stray from the paper...

Martin Rijks wrote his first lines of code on paper, at the age of 8, using a book from the library that he probably returned too late. Not owning a computer himself until years later, little Martin had to wait for birthday parties at his uncle's to actually be able to test his programs on a TI99/4A. When he had finally bought his own, he wasted the best years of his youth dashing boulders, shooting mutant camels, raiding stars or navigating several alternate realities carrying potions while swinging pointy weapons at critters.

Martin discovered Game Maker in 2001 and ever since has kept prodding it to see what it would do. Having played an important role in building and maintaining the lively Game Maker community, you can still occasionally find him there telling people that They Are Doing It Wrong. For fear of not wanting to go home after working hours, Martin was fortunate enough to find a daytime job that has nothing to do with game development. These days hardly ever gaming, he still likes to challenge people for a multi-player match of Duke Nukem 3D but he is unable to find anyone who is still willing to play it.

Having become a father while missing another deadline for the book, Martin is already planning to give his newborn son Dimar the same sermons he got from his own parents on the virtues of Playing Outside and Getting Some Fresh Air. This time he hopes they will work.

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Amazon.com: 5つ星のうち 4.5  17件のカスタマーレビュー
11 人中、11人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 A long awaited and well deserved sequel ! 2010/10/24
By Alexander Aris - (Amazon.com)
形式:ペーパーバック
This eagerly awaited sequel was pre-ordered by myself in November 2009 and I am so glad the that time has come around to its now release date. The Game Maker's Companion touches on mostly platform games, but covers a more detailed approach giving an understandable breakdown of each step.

The main Games include : Fishpod, Zool ( Commodore Amiga fame ) and Shadows on the Deck ( fantastic ).

As well as covering Drag and Drop actions, GML ( Game Maker Language ) is covered in more detail throughout, which gives a more direct way of achieving results.

The book also has plenty of diagrams, screenshots and great artwork, which brings each associated page and chapter to life. What is even more special, is a section about story telling and how to apply it into your own games.

My favourite section of the book, is Chapter 14 : Feature Reference. This has great little routines that can be added to your own Games and Projects : 360 Degree Movement / Shooting, Cheat Codes, Countdown Clock, Homing Missiles, Mini-Map, Pausing the Game, Scrolling Text ( Horizontal / Vertical ) and many more. Each routine is in GML, but is straight forward to understand and use. This is one of the great 14 chapters to read and absorb.

An added bonus with the Book, is a CD with all the examples from The Game Maker's Companion, which also includes Game Maker 8 to get you started.

Overall, this is a well deserved follow up to The Game Maker's Apprentice, for which I could possibly see a third book covering even more styles of game design and routines. Perhaps the 3D aspects of Game Maker ?
10 人中、10人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Great book! 2010/11/15
By driskell - (Amazon.com)
形式:ペーパーバック|Amazon.co.jpで購入済み
This book is all that I wanted, after owning the previous book (Apprentice). It continues with the more advanced features of Game Maker precisely where the other book left off. There is very little rehashing of the material from the previous book and it moves (inevitably) into much more detailed use of GML game maker language. This was expected. It is noticeably thicker than the previous (almost but not quite twice as thick) and contains a reference section at the back of the book in an almost toolbox-like utility for incorporation into your own games. If you bought the first one (and liked it all), don't think, just buy the second. You wont regret it.
8 人中、8人の方が、「このレビューが参考になった」と投票しています。
5つ星のうち 5.0 Another Game Maker Hit 2010/10/14
By G. Poschman - (Amazon.com)
形式:ペーパーバック
I purchased the e book for this title for two reasons, first it was available immediately. When I purchased "The Game Makers Apprentice", I discovered that having the e book had many advantages. I could have the book open on my computer to create the games while learning about game design and development. It allowed me to copy and paste code rather than type it, as I am a miserable typist.

I am happy to say the "The Companion" took over in a sense where "The Apprentice" left off. I learned a fair amount about game design and development from "The Apprentice", but I wanted more in depth information of a specific genre. The platform games is is simple enough to begin with and yet it can be complex enough to allow a learner to evolve into a developer. "The Companion" handled this beautifully.

It uses the same game development instruction style as "The Apprentice" with perhaps a little more in depth explanation. This is not a short coming for "The Apprentice", its primary function was to ace as an introduction into game development and "Game Maker", which it succeeded in doing extremely well.

"The Companion" is broken into 3 sections each of which is dedicated to a specific platform game. As with "The Apprentice" the initial game is simple and is used to get across the basics of the game genre and development for this type of game.

The second section takes a classic game within the genre and adapts it to "Game Maker". It is the second evolutionary step in the complexity of the game genre and game development and design. It also lets the user work with an existing game that he or she may already be familiar with.

The third section introduces integrating story telling within the game development and design. This takes game development into a new level where the player becomes part of a developing story and participates within the story itself. The authors explore in greater detail this integration and provide a detailed road map on how to accomplish this transformation in game development.

Whether you are a novice game developer, or a seasoned professional, whether you intend to use "Game Maker" or some other development engine this book will give you marvelous insight into game development and design that in not just specific to platform games.
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