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HTML5 Game Development with GameMaker

You're reading from   HTML5 Game Development with GameMaker Experience a captivating journey that will take you from creating a full-on shoot 'em up to your first social web browser game

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Product type Paperback
Published in Apr 2013
Publisher Packt
ISBN-13 9781849694100
Length 364 pages
Edition 1st Edition
Languages
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Author (1):
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Jason Lee Elliott Jason Lee Elliott
Author Profile Icon Jason Lee Elliott
Jason Lee Elliott
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Toc

Table of Contents (16) Chapters Close

HTML5 Game Development with GameMaker
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting to Know the Studio with Your First Game 2. Triple 'A' Games: Art and Audio FREE CHAPTER 3. Shoot 'em Up: Creating a Side-scrolling Shooter 4. The Adventure Begins 5. Platform Fun 6. Toppling Towers 7. Dynamic Front Ends 8. Playing with Particles 9. Get Your Game Out There Index

Index

A

  • Adobe Photoshop
    • about / Manufacturing art assets
    • URL / Manufacturing art assets
  • analytics
    • about / Tracking the game with Flurry Analytics
    • using / Understanding the Analytics
  • angular damping
    • about / Defining properties with fixtures
  • animated characters
    • creating / Creating animated characters
    • character movement, simplifying / Simplifying the character movement
    • melee attack, implementing / Implementing a melee attack
  • animated sprites
    • about / Animating and creating sprites
    • illusion of action / The illusion of action
    • sprite space, maximizing / Maximize the sprite space
    • looping / Looping an animation
  • animation system
    • building / Building an animation system
  • application
    • creating / Creating the application
  • arguments
    • about / Rebuilding the HUD
  • art assets
    • manufacturing / Manufacturing art assets
  • artificial intelligence (AI)
    • about / Bringing enemies to life
  • audio
    • manufacturing / Manufacturing audio
  • audio APIs
    • about / Making HTML game development easy
  • audio file formats
    • about / Understanding the audio file formats
    • MP3 / Understanding the audio file formats
    • OCG / Understanding the audio file formats

B

  • 8-bit Collective
    • URL / Manufacturing audio
  • background images
    • about / Filling the scene with the Background Properties editor
  • background move
    • adding / Making the background move
  • background music, Sound Properties editor
    • about / A little background music
  • Background Properties editor
    • about / Filling the scene with the Background Properties editor
    • used, for filling scene / Filling the scene with the Background Properties editor
  • backgrounds
    • creating, with tilesets / Creating backgrounds with tilesets
  • BFXR
    • URL / Manufacturing audio
  • BMP format
    • about / Understanding the image file formats
  • boss battle
    • about / Building a boss battle
    • building / Building a boss battle
    • indestructible Gun, creating / Creating the indestructible Gun
    • Cannons, constructing / Constructing the first phase: The Cannons
    • giant LaserCannon, creating / Building the second phase: The giant LaserCannon
    • shielded Boss Core, creating / Setting the final stage: The shielded Boss Core
  • Box2D physics engine
    • about / Understanding the physics engine
    • working / Understanding the physics engine
  • Brawl
    • creating / Building a wandering Brawl
  • bullet
    • building / Building the bullet
    • firing / Firing the bullet
    • removing, from world / Removing bullets from the world
  • Burst emitters
    • about / Utilizing particle emitters

C

  • canFire variable / Building the player
  • Cannons
    • constructing / Constructing the first phase: The Cannons
  • character movement
    • simplifying / Simplifying the character movement
  • child objects
    • about / Making the enemy parent
  • classic platforming game
    • systems-based code, structuring / Structuring systems-based code
    • player character, building / Building the player
    • room, setting up / Setting up the room
    • boss battle, building / Building a boss battle
  • Coach
    • creating / Creating the Coach
  • coding conventions
    • about / Coding conventions
  • collectible
    • about / The collectible
    • spawning, Time Line Properties editor used / Using the Time Line Properties editor to spawn collectibles
  • collision forecasting system
    • creating / Creating a collision forecasting system
  • collision group
    • about / Defining properties with fixtures
  • collision sounds
    • adding, in tower toppling game / Adding in the collision sounds
  • collision_line function
    • about / Creating the Coach
  • consistency
    • about / Consistency
  • constants
    • about / Creating gravity
  • CSS3 (Cascading Style Sheets 3)
    • about / Making HTML game development easy

D

  • 2D array
    • used, for selecting levels / Selecting levels with 2D arrays
    • about / Selecting levels with 2D arrays
  • data
    • sending, to Flurry / Sending the data to Flurry
  • data object
    • about / A little background music
  • data structures
    • about / Preparing the Shop using data structures
    • stacks / Preparing the Shop using data structures
    • queues / Preparing the Shop using data structures
    • lists / Preparing the Shop using data structures
    • maps / Preparing the Shop using data structures
    • priority queues / Preparing the Shop using data structures
    • grids / Preparing the Shop using data structures
  • debugging tools
    • about / Tools for debugging your games
    • HTML5 DEBUG console / Using the HTML5 DEBUG console
    • Windows version debugger / Using the Windows version debugger
    • JavaScript code / Taking a look at the JavaScript code
  • Debug Messages
    • about / Tools for debugging your games
  • debug version, JavaScript code
    • about / Taking a look at the JavaScript code
  • demolition equipment, tower toppling game
    • building / Building the demolition equipment
    • Wrecking Ball, creating / Creating a Wrecking Ball
    • Magnetic Crane, creating / Making a Magnetic Crane
  • density
    • about / Defining properties with fixtures
  • Distance Joint
    • about / Connecting objects with Joints
  • draw_text_ext function / Adding introductory text to each level
  • Dust Cloud
    • creating / Creating a Dust Cloud

E

  • else statement
    • about / Creating the Coach
  • Emitters
    • about / Using the GM:S Audio engine
  • enemies, game
    • constructing / Constructing three little enemies
    • enemy parent, creating / Making the enemy parent
    • FloatBot, building / Building the FloatBot
    • SpaceMine, creating / Creating the SpaceMine
    • Strafer, creating / Making the Strafer
    • bringing to life / Bringing enemies to life
    • Ghost Librarian, summoning / Summoning the Ghost Librarian
    • Brawl, creating / Building a wandering Brawl
    • Coach, creating / Creating the Coach
  • enemy parent
    • creating / Making the enemy parent
  • Equipment Menu, tower toppling game
    • creating / Creating the Equipment Menu
  • Events / Building the player
  • events
    • tracking, in game / Tracking events in the game
  • Exit object / Creating Room Portals
  • explosions
    • creating / Creating the explosions

F

  • Facebook integration
    • about / Integrating with Facebook
  • Facebook login button
    • adding, to game / Adding a Facebook login button
  • falloff / Using the GM:S Audio engine
  • FGL
    • URL / Making money with your games
  • finishing details, adding
    • game music / Adding the game music
    • background move / Making the background move
    • explosions / Creating the explosions
  • fixture
    • about / Defining properties with fixtures
    • used, for defining properties / Defining properties with fixtures
  • FloatBot
    • about / Building the FloatBot
    • building / Building the FloatBot
  • Flurry
    • data, sending / Sending the data to Flurry
  • Flurry Analytics
    • about / Tracking the game with Flurry Analytics
    • implementing / Tracking the game with Flurry Analytics
    • setting up / Setting up Flurry Analytics
  • Font Properties editor
    • about / Writing text and the Font Properties editor
    • text, writing / Writing text and the Font Properties editor
  • Force
    • about / Applying forces to objects
    • applying, to objects / Applying forces to objects
  • Freesound
    • URL / Manufacturing audio
  • friction
    • about / Defining properties with fixtures
  • Front Ends
    • rooms, setting up / Setting up the rooms

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
    • about / Introducing code with the Script Properties editor, Coding conventions
  • game music
    • adding / Adding the game music
  • GAUSSIAN effect
    • about / Utilizing particle emitters
  • Gear Joints
    • about / Connecting objects with Joints
  • Ghost Librarian
    • summoning / Summoning the Ghost Librarian
  • Ghost object
    • respawning / Respawning with a Ghost object
  • giant LaserCannon
    • creating / Building the second phase: The giant LaserCannon
  • GIF format
    • about / Understanding the image file formats
  • GIMP
    • about / Manufacturing art assets
    • URL / Manufacturing art assets
  • GM*S Audio engine
    • about / Using the GM:S Audio engine
    • using / Using the GM:S Audio engine
  • Google Chrome / Taking a look at the JavaScript code
  • gravity
    • creating / Creating gravity
  • grid data structure
    • about / Preparing the Shop using data structures

H

  • heads-up display (HUD)
    • about / Drawing the user interface
    • rebuilding / Rebuilding the HUD
  • HTML5
    • about / Making HTML game development easy
    • testing / Making HTML game development easy
  • HTML5 DEBUG console
    • about / Using the HTML5 DEBUG console
    • using / Using the HTML5 DEBUG console
  • HTML5 limitations, particles effects
    • about / HTML5 limitations

I

  • ICO format
    • about / Creating the application
  • iframe / Making money with your games
  • image editor
    • about / Introducing the image editor
    • backgrounds, creating with tilesets / Creating backgrounds with tilesets
  • image file formats
    • about / Understanding the image file formats
    • BMP / Understanding the image file formats
    • GIF / Understanding the image file formats
    • JPG / Understanding the image file formats
    • PNG / Understanding the image file formats
  • in-built Image Editor
    • about / Introducing the image editor
  • indestructible Gun
    • creating / Creating the indestructible Gun
  • inheritance
    • about / Making the enemy parent
  • Ini files / Writing to local storage
  • instance_find function
    • about / Creating the Coach
  • introductory text
    • adding, to each level / Adding introductory text to each level
  • INVGAUSSIAN effect
    • about / Utilizing particle emitters
  • isGameActive variable
    • about / Rebuilding the HUD
    / Rebuilding the HUD
  • isLocked variable / Selecting levels with 2D arrays
  • isTimerStarted variable
    • about / Rebuilding the HUD

J

  • JavaScript code
    • about / Taking a look at the JavaScript code
    • using / Taking a look at the JavaScript code
    • debug version / Taking a look at the JavaScript code
    • obfuscated version / Taking a look at the JavaScript code
  • Joints
    • used, for conencting objects / Connecting objects with Joints
    • about / Connecting objects with Joints
    • types / Connecting objects with Joints
    • Distance Joints / Connecting objects with Joints
    • Revolute Joints / Connecting objects with Joints
    • Prismatic Joints / Connecting objects with Joints
    • pulley joints / Connecting objects with Joints
    • gear joints / Connecting objects with Joints
    • working / Connecting objects with Joints
  • JPG format
    • about / Understanding the image file formats

K

  • keyboard
    • creating / Checking the keyboard
  • keyboard_check_pressed function / Implementing a melee attack
  • keyframe
    • about / Looping an animation

L

  • Legacy Sound engine
    • about / Using the GM:S Audio engine
  • linear damping
    • about / Defining properties with fixtures
  • LINEAR effect
    • about / Utilizing particle emitters
  • list data structure
    • about / Preparing the Shop using data structures
  • Listeners
    • about / Using the GM:S Audio engine
    / Using the GM:S Audio engine
  • local storage
    • about / Understanding local storage
    • writing to / Writing to local storage
  • loop / Using the GM:S Audio engine

M

  • Magnetic Crane, tower toppling game
    • creating / Making a Magnetic Crane
  • map data structure
    • about / Preparing the Shop using data structures
  • melee attack
    • implementing / Implementing a melee attack
  • Menu
    • about / The Menu
  • Microsoft Internet Explorer 9.0 / Taking a look at the JavaScript code
  • motion planning functions
    • about / Creating the Coach
  • Mozilla Firefox / Taking a look at the JavaScript code
  • MP3 file format
    • about / Understanding the audio file formats
  • mp_grid_create attribute
    • about / Creating the Coach
  • mp_potential_step function
    • about / Creating the Coach
  • multiple game profiles
    • saving / Saving multiple game profiles
  • myLevel variable / Selecting levels with 2D arrays
  • myNum variable / Selecting levels with 2D arrays

N

  • normal sounds, Sound Properties editor
    • about / Bringing noise with the Sound Properties editor

O

  • obfuscated version, JavaScript code
    • about / Taking a look at the JavaScript code
  • Object
    • about / Exploring the resource editors
  • Object Properties editor
    • about / Creating game objects with the Object Properties editor
    • used, for creating game objects / Creating game objects with the Object Properties editor
    • wall object, creating / The Wall object
    • player object, creating / The Player object
  • obj_Bullet event
    • about / Making the enemy parent
  • obj_Enemy_Parent
    • about / Making the enemy parent
  • obj_Player event
    • about / Making the enemy parent
  • OGG file format
    • about / Understanding the audio file formats
  • Overlord
    • about / A little background music
    • used, for controlling game / Controlling the game with the Overlord
    • used, for conmtrolling game / Controlling the game with the Overlord
    • wave of enemies, creating / Spawning waves of enemies
    • building / Building the Overlord

P

  • parent object
    • about / Constructing three little enemies
    • creating / Making the enemy parent
  • particle effects
    • about / Introducing particle effects
    • elements / Introducing particle effects
    • HTML5 limitations / HTML5 limitations
    • adding, to game / Adding particle effects to the game
    • Dust Cloud, creating / Creating a Dust Cloud
    • Shrapnel, adding / Adding in Shrapnel
    • TNT explosion, creating / Making the TNT explosion
    • particles, cleaning / Cleaning up the particles
  • particle emitters
    • about / Utilizing particle emitters
    • Burst / Utilizing particle emitters
    • Stream / Utilizing particle emitters
    • Shape options / Utilizing particle emitters
    • distribution / Utilizing particle emitters
    • LINEAR / Utilizing particle emitters
    • GAUSSIAN / Utilizing particle emitters
    • INVGAUSSIAN / Utilizing particle emitters
  • particles
    • about / Applying particles
    • applying / Applying particles
    • cleaning / Cleaning up the particles
  • particle systems
    • about / Understanding particle systems
  • Path Properties editor
    • about / Creating complex movements with the Path Properties editor
    • used, for creating complex movements / Creating complex movements with the Path Properties editor
  • persistent player
    • teleporting / Teleporting a persistent player
  • physics engine
    • about / Understanding the physics engine
    • physics world, activating / Activating the world
    • properties, fixing with Fixtures / Defining properties with fixtures
    • objects, connecting with Joints / Connecting objects with Joints
    • Forces, applying to objects / Applying forces to objects
  • physics properties
    • defining, with fixtures / Defining properties with fixtures
    • density / Defining properties with fixtures
    • restitution / Defining properties with fixtures
    • collision group / Defining properties with fixtures
    • linear damping / Defining properties with fixtures
    • angular damping / Defining properties with fixtures
    • friction / Defining properties with fixtures
  • physics world
    • activating / Activating the world
  • Pickle
    • about / Manufacturing art assets
    • URL / Manufacturing art assets
  • Pillars, tower toppling game
    • breaking, into Debris / Breaking the Pillars into Debris
  • Pillars and Debris, tower toppling game
    • constructing / Constructing the Pillars and Debris
  • player character
    • building / Building the player
  • player object
    • creating / The Player object
    • bulding / Building the player
    • player sprite, setting up / Setting up the player sprite
    • controlling / Controlling the player object
    • bullet, building / Building the bullet
    • bullet, firing / Firing the bullet
    • bullet, removing from world / Removing bullets from the world
  • player points
    • rewarding / Adding risk and reward to destruction
  • player sprite
    • creating / The player sprite, Setting up the player sprite
  • players progress, saving
    • about / Saving the player's progress
    • local storage / Understanding local storage
    • local storage, writing to / Writing to local storage
    • multiple game profiles, saving / Saving multiple game profiles
  • PNG format
    • about / Understanding the image file formats
  • polish
    • about / Polish
  • priority queue data structure
    • about / Preparing the Shop using data structures
  • Prismatic Joints
    • about / Connecting objects with Joints
  • Pulley Joints
    • about / Connecting objects with Joints
  • PyxelEdit
    • URL / Manufacturing art assets

Q

  • quality bar
    • raising / Raising the quality bar
    • consistency / Consistency
    • readability / Readability
    • polish / Polish
  • queue data structure
    • about / Preparing the Shop using data structures

R

  • readability
    • about / Readability
  • Reason
    • URL / Manufacturing audio
  • resource editors
    • Sprite Properties editor / Loading your art assets with the Sprite Properties editor
    • Object Properties editor / Creating game objects with the Object Properties editor
    • Room Properties editor / Creating worlds with the Room Properties editor
    • Script Properties editor / Introducing code with the Script Properties editor
    • Background Properties editor / Filling the scene with the Background Properties editor
    • Sound Properties editor / Bringing noise with the Sound Properties editor
    • Font Properties editor / Writing text and the Font Properties editor
    • Path Properties editor / Creating complex movements with the Path Properties editor
    • Time Line Properties editor / Using the Time Line Properties editor to spawn collectibles
  • Resource tree
    • about / The Resource tree
  • restitution
    • about / Defining properties with fixtures
  • Revolute Joints
    • about / Connecting objects with Joints
  • risk and reward
    • adding, to game / Adding risk and reward to destruction
  • Room
    • about / Exploring the resource editors
  • room
    • setting up / Setting up the room
  • room portals
    • creating / Creating Room Portals
  • Room Properties editor
    • about / Creating worlds with the Room Properties editor
    • used, for creating worlds / Creating worlds with the Room Properties editor
  • rooms
    • navigating between / Navigating between rooms
    • setting up / Setting up the rooms
    • persistent player, teleporting / Teleporting a persistent player
    • Shop, preparing with data structures / Preparing the Shop using data structures
  • rooms, HUD
    • setting up / Setting up the rooms
    • main menu, initializing / Initializing the main menu
    • levels, selecting with 2D arrays / Selecting levels with 2D arrays

S

  • Script Properties editor
    • about / Introducing code with the Script Properties editor
    • code, intorducing with / Introducing code with the Script Properties editor
  • scr_Enemy_Collision_Bullet script / Making the enemy parent
  • scr_Enemy_Collision_Player script / Making the enemy parent
  • scr_Player_Attack_Alarm script / Implementing a melee attack
  • section/key/value structure / Writing to local storage
  • shape options, particle emitters
    • about / Utilizing particle emitters
  • shapes
    • about / Applying particles
  • shielded Boss Core
    • creating / Setting the final stage: The shielded Boss Core
  • Shrapnel
    • adding / Adding in Shrapnel
  • Sonant
    • URL / Manufacturing audio
  • Sound Properties editor
    • about / Bringing noise with the Sound Properties editor
    • used, for bringing noise / Bringing noise with the Sound Properties editor
    • normal sounds / Bringing noise with the Sound Properties editor
    • background music / A little background music
    • game, controlling with Overlord / Controlling the game with the Overlord
    • collectible / The collectible
  • SpaceMine
    • about / Creating the SpaceMine
    • creating / Creating the SpaceMine
  • splash screens
    • about / Creating the application
  • sponsors / Making money with your games
  • Sprite
    • about / Exploring the resource editors, Applying particles
  • Sprite Properties editor
    • about / Loading your art assets with the Sprite Properties editor
    • used, for loading set assets / Loading your art assets with the Sprite Properties editor
    • wall sprite, creating / The wall sprite
    • player sprite, creating / The player sprite
  • Spriter
    • URL / Manufacturing art assets
  • Spriters Resource
    • URL / Manufacturing art assets
  • sprite sheets
    • importing / Importing sprite sheets
  • spr_Bullet_SpaceMine script / Creating the SpaceMine
  • stack data structure
    • about / Preparing the Shop using data structures
  • startEquip Grid
    • about / Rebuilding the HUD
  • Start object / Creating Room Portals
  • Strafer
    • about / Making the Strafer
    • creating / Making the Strafer
  • Stream emitters
    • about / Utilizing particle emitters
  • systems-based code
    • structuring / Structuring systems-based code
    • gravity, creating / Creating gravity
    • animation system, building / Building an animation system
    • collision forecasting system, creating / Creating a collision forecasting system
    • keyboard, creating / Checking the keyboard

T

  • Text files / Writing to local storage
  • textLength variable / Adding introductory text to each level
  • tileset
    • about / Creating backgrounds with tilesets
  • tile sets
    • about / Filling the scene with the Background Properties editor
  • Time Line Properties editor
    • about / Using the Time Line Properties editor to spawn collectibles
    • used, for spawning collectibles / Using the Time Line Properties editor to spawn collectibles
  • TNT explosion
    • creating / Making the TNT explosion
  • Toolbar
    • about / The Toolbar
  • totalLevels variable / Selecting levels with 2D arrays
  • towers, tower toppling game
    • constructing / Constructing the towers
  • tower toppling game
    • building / Building a tower toppling game
    • Pillars and Debris, constructing / Constructing the Pillars and Debris
    • Pillars, breaking into Debris / Breaking the Pillars into Debris
    • collision sounds, adding / Adding in the collision sounds
    • demolition equipment, building / Building the demolition equipment
    • win condition, setting / Setting the win condition
    • Equipment Menu, creating / Creating the Equipment Menu
    • towers, constructing / Constructing the towers

U

  • user interface, game
    • drawing / Drawing the user interface

V

  • Variables / Building the player

W

  • wall object
    • creating / The Wall object
  • wall sprite
    • creating / The wall sprite
  • waves of enemies
    • creating / Spawning waves of enemies
  • WebGL
    • about / Making HTML game development easy, HTML5 limitations
  • win condition
    • setting up / Setting up the win condition
  • win condition, tower toppling game
    • setting / Setting the win condition
  • Windows version debugger
    • using / Using the Windows version debugger
    • about / Using the Windows version debugger
  • Workspace
    • about / The Workspace
  • Wrecking Ball, tower toppling game
    • creating / Creating a Wrecking Ball
  • writeText variable / Adding introductory text to each level
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