Not that any of you here would know, but I was the author of the now canceled book "The Game Maker 8 Cookbook".
I stopped writing after the deadlines for the book started clashing with my college assignment deadlines (They only gave me 2 weeks to write a chapter, complete with examples and code)…One of the reviewers mentioned that it was a pity that the book was canceled, due to it's more technical nature (It wasn't a beginners guide.)Now that I've passed my first assignment for college and have some valuable time on my hands, I'm starting to write another book, but on my own terms.I'm dropping the 'cookbook' style, and adopting a more linear type of book that has several 'sections' that are outlined like this:1. Top-down Games2. Platformers3. 3D Games4. Completing your games.Section 1 will cover the basics of Game Maker, and teach the reader how to make sprites (No bundled resources here) and try to give a good first impression of Game Maker. (Not easy).Section 2 will introduce the more advanced ideas to the reader, such as surfaces, and preparing them for Section 3, which deals with basic 3D games. However, with the 3D games I don't want the reader to think that a generic FPS is the only possibility, and so will introduce a 3D platformer instead (A conversion of the project made in Section 2 into a deeper environment).Finally, Section 4 will cover the various ways of rounding off a game into a final release, including the creation of custom message boxes, HUD's for various situations, help-screens, etc. I'm still working on the complete structure, but so far, it looks promising.As for the book I was working on, there's an entry in The Game Maker Blog about it's cancellation here.Hopefully I'll get somewhere with this book. And I'd appreciate a firm telling off if I start thinking of quitting. [:p]
Good luck :)
OMG a 64D smiley!I find it odd that you aren't targeting "GM beginners"…you seem to be going for a mix of mid-high level development, but I'm not sure if that's a target audience that would be willing to fork out a few dollars (and additionally, is a much smaller audience than that of beginners).
Good luck with it though! =)I liek where this is going.
On the other hand, especially section 1 gives me the impression this is for beginners, as opposed what True Valhalla is saying.@Lapixx, perhaps chapter 1 is aimed at beginners, but then chapter 2 details surfaces and chapter 3 details 3D? You'd better hope that intro is one hell of a chapter.
Exactly.
I wouldn't have much of an intro section; maybe outline the software the book is designed for, but without giving details on the use of Actions, Triggers, Events, Sprites, or any of that. You would assume a intermediate-high level of programmers would understand the software their using by the time they've picked up your book. I would use Section 1 outline the basics of GML and implement them into bits of code or examples, not to teach them GML, but to allow the reader to understand what you're trying to explain.
Really, you have to figure out what your target audience should know about the GML language and start from there. If anything else, use the side margins of the page to create Tips or Further Explanations. Your Section 1 would probably be closer to a Chapter 1, of which I'm assuming each Section is broken down into.Those are my 2 cents. I don't mean to offend if it seems like I'm trying to be.Also remember that GML is easy to learn (if you'd even want to call it 'learn') if you already have some programming experience.
I'm trying to hit a broad target audience. The book can be picked up by beginners, but also contains handy information for intermediate/advanced users.
it's about time lol. i'm still wondering what happens to all that other work you did on the other book o_O