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Blender Game Engine: Beginner’s Guide
Blender Game Engine: Beginner’s Guide
Blender Game Engine: Beginner’s Guide
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Blender Game Engine: Beginner’s Guide

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About this ebook

Create a complete game step by step with no previous experience necessary. Practical tutorials take you through the entire process from beginning to end. If you have used Blender before but never got to grips with the Blender Game Engine (BGE), this book is for you. If you have tried and failed with other game development environments, or if scripting is not your strong point, this is where you should start.
LanguageEnglish
Release dateSep 24, 2012
ISBN9781849517034
Blender Game Engine: Beginner’s Guide

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    Book preview

    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

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