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The Official Guide to Game Development

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Page 1: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

The Official

Guide to Game Development

Page 2: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Chapter 4Windows Game Development:

every screen is a playground

Page 3: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Key Chapter Questions ■ How do standalone Windows games differ from downloadable

or online products?

■ What are some art, design, and programming restrictions associated with developing games for desktop computing?

■ How are games designed for the broad range of custom Windows devices on the market?

■ How can GameSalad Creator be used to create and publish games for Windows?

■ How will Windows game development continue to evolve in the future?

Page 4: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

A Game Machine in Every Home

DONKEY.GB

Source Piga Software.

Colossal Cave Adventure

Source Will Crowther.

Page 5: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

A Game Machine in Every Home

Quake II

Source id Software. Image courtesy of Jeannie Novak.

Myst

Source Games Press.

Page 6: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

OS Wars

Windows desktop

Source Microsoft Corporation.

Page 7: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic Considerations

■ Raster vs. Vector Graphics

■ Importing Art Assets

■ Memory Issues

■ Workflow

■ Setting Up an Animated Sprite

■ Layers

■ Adding Behaviors

■ Animated Characters

Page 8: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsRaster vs. Vector Graphics

vector graphics (above) & raster graphics (below)

Image courtesy of Kimberly Unger.

Page 9: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsRaster vs. Vector Graphics

The thin white border in this image represents the edge of the visible area.

Image courtesy of GameSalad®.

Page 10: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsRaster vs. Vector Graphics

Windows Creator offers several size options for new projects.

Image courtesy of GameSalad®.

Page 11: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsSetting Up an Animated Sprite

Behaviors, Attributes, and Functions are all customizable elements.

Image courtesy of Kimberly Unger.

Windows Creator will play the frames in the sequence provided.

Image courtesy of GameSalad®. Image courtesy of GameSalad®.

Page 12: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsSetting Up an Animated Sprite

Bumps

Image courtesy of Utopian Games.

Page 13: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsLayers

Raptor Storm

Image courtesy of GameSalad®.

Page 14: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Blocks

Blocks allow Behaviors to be grouped—ensuring that they all act in the correct order.

Image courtesy of Kimberly Unger.

Image courtesy of GameSalad®.

Page 15: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Blocks

Sets of instructions can be grouped within a Behavior, allowing the developer to tailor them to specific actions or responses within the game.

Image courtesy of Kimberly Unger.

Image courtesy of GameSalad®.

Page 16: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Conditions

Conditions help the developer tellthe game what needs to happenbefore it can execute a Behavior.

Image courtesy of GameSalad®.

Page 17: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Persistent

Persistent Behaviors are oftenused for setting game rules andconditions.

Image courtesy of GameSalad®.

Page 18: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Actions

Actions are all about “doing”things: growing bigger, movingsideways, exploding, makingnoise—you name it.

Image courtesy of GameSalad®.

Page 19: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAdding Behaviors

Custom

Custom behaviors allow you tostore the kinds of behaviors youuse most often, with your owntweaks already included.

Image courtesy of GameSalad®.

Page 20: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAnimated Characters

Behaviors are built to be nested inside one another, allowing the designer the freedom to create multiple scenarios within a single Rule.

Image courtesy of GameSalad®.

Page 21: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Graphic ConsiderationsAnimated Characters

Once all the Behaviors have been included, adding an Actor to the Scene is as simple as clicking and dragging it to the game space.

Image courtesy of GameSalad®.

Page 22: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Scene Characteristics

Selecting the correct tab under Attributes allows the developer to access and modify any local Attributes (such as gravity) within a Scene.

Image courtesy of GameSalad®.

Page 23: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Tags & Types

An Actor has a basic set of characteristics that can be modified as needed—such as changing the associated art image or denoting whether or not the object is moveable.

Image courtesy of GameSalad®.

Page 24: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Testing as You Go

Selecting the green, right-facing arrow will access a test screen where any elements added to the game may be played through.

Image courtesy of Kimberly Unger.

Image courtesy of GameSalad®.

Page 25: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Publishing to Windows

Uploading your game to the GameSalad servers allows you build a binaryfor all platforms from a single original file.

Image courtesy of GameSalad®.

Page 26: The Official Guide to Game Development. Chapter 4 Windows Game Development: every screen is a playground

Summary

■ A Game Machine in Every Home

■ OS Wars

■ Graphic Considerations

■ Scene Characteristics

■ Tags & Types

■ Particle Effects

■ Testing as You Go

■ Publishing to Windows

■ Fate of Windows Development