Blender Game Engine: Beginner’s Guide
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Blender Game Engine - Victor Kuller Bacone
Table of Contents
Blender Game Engine Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action — heading
What just happened?
Pop quiz — heading
Have a go hero—heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Things You Need to Know
Things you need, and things you don't
Time for action — start using the BGE
What just happened?
Exploring the interface of the Logic Editor
Time for action — exploring the logic bricks world
What just happened?
Time for action — moving the cube
What just happened?
Pop quiz — exploring the interface of the Logic Editor
Have a go hero— doing more
Summary
2. Your Characters
An example—save the whale!
How to create a library
Time for action — downloading models from the Internet
What just happened?
Importing other files into Blender
Time for action — cleaning up the model in Blender
What just happened?
Pop quiz — importing other files into Blender
Have a go hero—growing the library
Involving enemies in the game
Time for action — appending the enemy
What just happened?
Pop quiz — Involving enemies in the game
Have a go hero—reshaping the level
Creating a meeting point
Time for action — making the enemy follow a path
What just happened?
Pop quiz — creating a meeting point
Have a go hero—more interactivity
Summary
3. The First Level
Block out a level environment
Time for action — creating the scene
What just happened?
Pop quiz — blocking out a level environment
Have a go hero—doing it better
Creating a player view
Time for action — renaming the scene
What just happened?
Have a go hero—creating the real map view
Defining the boundaries
Time for action — closing the entry point
What just happened?
Have a go hero—experimenting with the start of the game
Marking the end of level
Time for action — opening the end point
What just happened?
Have a go hero—changing the end point
Summary
4. Collisions
Respawning the character
Time for action — returning to the original position
What just happened?
Pop quiz — respawning the character
Have a go hero—doing it better
Creating trap doors
Time for action — moving the blocks of ice
What just happened?
Have a go hero—the more, the better
Real-time motion
Time for action — rolling objects
What just happened?
Have a go hero—different actions
Creating looped actions
Time for action — making waves
What just happened?
Have a go hero—making it look real
Summary
5. Gameplay
Growing the character
Time for action — counting
What just happened?
Have a go hero—completing possibilities
Creating a life indicator bar
Time for action — decreasing life
What just happened?
Have a go hero—making limits
Creating a counter of items collected
Time for action — collecting
What just happened?
Have a go hero—making the difference
Creating a map of the level we play
Time for action — overlaying something like a map
What just happened?
Have a go hero—remaking things
Changing the camera view
Time for action — view 1, 2, 3
What just happened?
Have a go hero—not the only point of view
Moving to another layer
Time for action — throwing things
What just happened?
Have a go hero—making the shooter
Pop quiz — moving to another level
Summary
6. Liven up Your World!
Animate the character
Time for action — moving the whale's tail
What just happened?
Have a go hero—making poses
Making the environment come alive
Time for action — creating sounds and music
What just happened?
Have a go hero—sounds like music
Animate your enemies
Time for action — animating the hunter
What just happened?
Have a go hero—kill them all
Make your own game
Time for action — making the hunter shoot
What just happened?
Have a go hero—destroying things
Pop quiz — make your own game
Summary
7. Game Menu Screens
Making titles
Time for action — creating your first game title
What just happened?
Have a go hero—game over
Creating simple buttons
Time for action — using the up or down options
What just happened?
Have a go hero—creating transparent buttons
Making an externally executable game
Time for action — exporting your game
What just happened?
Have a go hero—multiplayer game
Pop quiz — making an external executable game
Summary
8. Publishing Your Game
Playing your game on the Web
Time for action — using the Burster plug-in
What just happened?
Have a go hero—customizing it
Making some trailers
Time for action — recording it
What just happened?
Have a go hero—more records
Creating something more
Time for action — updating your game
What just happened?
Have a go hero—creating a new level 2
Pop quiz — creating something more
Summary
A. Pop quiz — Answers
Chapter 1, Things You Need to Know
Pop quiz — exploring the interface of the Logic Editor
Chapter 2, Your Characters
Pop quiz — importing other files into Blender
Pop quiz — involving enemies in the game
Pop quiz — creating a meeting point
Chapter 3, The First Level
Pop quiz — blocking out a level environment
Chapter 4, Collisions
Pop quiz — respawning the character
Chapter 5, Gameplay
Pop quiz — moving to another level
Chapter 6, Liven up Your World!
Pop quiz — make your own game
Chapter 7, Game Menu Screens
Pop quiz — making an external executable game
Chapter 8, Publishing Your Game
Pop quiz — creating something more
Index
Blender Game Engine Beginner's Guide
Blender Game Engine Beginner's Guide
Copyright © 2012 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: September 2012
Production Reference: 1300812
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84951-702-7
www.packtpub.com
Cover Image by Asher Wishkerman ( <a.wishkerman@mpic.de> )
Credits
Author
Victor Kuller Bacone
Reviewers
Pang Lih-Hern
Michelangelo Manrique
Acquisition Editor
Robin de Jongh
Lead Technical Editor
Hithesh Uchil
Technical Editors
Rati Pillai
Lubna Shaikh
Copy Editors
Brandt D'mello
Insiya Morbiwala
Alfida Paiva
Project Coordinator
Sai Gamare
Proofreader
Joel T. Johnson
Indexer
Rekha Nair
Production Coordinator
Melwyn D'sa
Cover Work
Melwyn D'sa
About the Author
Victor Kuller Bacone is the pen name for a Blender enthusiast of six years. By profession, he is a video editor, but the explosion of current technologies has led him to learn 3D software, and he chose Blender out of them all.
In the short span of his career within the Blender community in Catalonia (Spain), Victor has promoted Blender events, master classes, and an online magazine under the name Blendercat (http://www.blendercat.org) for anyone who wants to learn 3D using free software. His great admiration for the animation and interactive side of Blender is combined with his passion for games, and more specifically, the ease with which one can create games using Blender. He holds a Masters degree in Computer Science, and teaches both young and unemployed adults.
I would like to thank Sisizik, without whose help I couldn't have transcribed this book.
About the Reviewers
Pang Lih-Hern is a Computer Game Engine Programmer with more than five years of industry experience. He started programming when he was 12, learning the quick, basic language. After graduating with a degree in Software Engineering and Games Design from Multimedia University Malaysia, he began his freelancing endeavors, which eventually led him to be a part of the core technical team for John Galt Games (Malaysia). He was a part of the decision-making group for designing and implementing the company's proprietary game engine. Lih-Hern is also actively involved on the open source front, often submitting fixtures and features for the popular, open source Ogre3D engine. One notable contribution of his was the Parallel Split Shadow Map feature that enhances the shadow rendering of a 3D scene. He is also a strong advocate of Blender and is currently holding the position of maintaining the Blender exporter to Ogre3D's mesh format.
After leaving John Galt Games (Malaysia), Lih-Hern co-founded Liquid Rock Games Sdn. Bhd.(outsource development) and Nakama Studios Sdn. Bhd.(in-house development) with his fellow artist partner Yap Chun Fei. The goal was to create innovative, AAA-quality games, without the need for a huge budget cost, by means of using open source technology and tools, such as Blender, Gimp, and Ogre3D. As of now, Nakama Studios (their in-house development studio) is in the process of developing its first, racing