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Book The Complete Book of Connect 4

Download or read book The Complete Book of Connect 4 written by James D. Allen and published by Puzzlewright. This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fun to play on the board or on the computer, Connect 4 has become a staple of the family game room and this is the definitive book on the subject. It tells all about how Connect 4 came to be, offers game-enhancing strategies from a puzzle expert and provides actual examples so solvers can test themselves.

Book Connect 4 game 1

    Book Details:
  • Author :
  • Publisher :
  • Release :
  • ISBN :
  • Pages : pages

Download or read book Connect 4 game 1 written by and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Game Designer s Playbook

Download or read book The Game Designer s Playbook written by Samantha Stahlke and published by Oxford University Press. This book was released on 2022-07-14 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.

Book Phaser Game Prototyping

    Book Details:
  • Author : Stephen Gose
  • Publisher :
  • Release : 2020-09
  • ISBN :
  • Pages : 403 pages

Download or read book Phaser Game Prototyping written by Stephen Gose and published by . This book was released on 2020-09 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: This workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book's snippets and add your own modification.Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you'll have a complete, fully-functional Game Prototype , reusable components, and the supporting tools to manage further game production. You'll have a game character's visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system, and an interactive game world. Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you, will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork within 7 days. You'll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser 3D and WebXR games too. You'll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. All these techniques -- and supporting source code -- are explained in an easy-to-understand manner for game designers to gain new skills or simply update your skills from Phaser v2.x.x.You'll find detailed working examples on the book's website (with dozens of illustrations and many concepts) you can freely apply to your own gaming projects. All the source code comments enhance the book's explanation. What you'll learn:By the end of this workbook, you'll have integrated into your own game designs:Adopted processes for business project management and agile software development.Organized a standard file structure for developing games in general;Used a blank game template to scaffold further game projects;Imported resources and game assets;Displayed, animated and moved game avatars on various screen renderings;Managed groups of game objects;Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;Used customized web fonts;Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);Rendered several physics systems;Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);Created and managed game state-phases;Managed permanent game assets across state-phases;Optimized your game for various mobile devices;Integrated 3rd-party scripts and services;Deploy single-player games.Web Sockets demystified for scalable massive online game deployments.

Book Making Browser Games Starter Kit Collection Volume 1

Download or read book Making Browser Games Starter Kit Collection Volume 1 written by Stephen Gose and published by . This book was released on 2017-11-06 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 is the first of five (5) books of the Making Browser Game Series. This is a collection of 5 popular game mechanics. Each chapter is an easy-to-follow tutorial and hands-on guide for creating online games using either the Phaser versions 2.6.2, or the community released editions. This collection is focused on building Adventure & Mazes for RPG, Collapsing Blocks, Match 3, Memory Match (for both pairs and sequence games), and "Jump-to-Capture" games, logic, and mechanics. It is a starter kit collection of the first five books in a series of 16 great classic game mechanics techniques. You may purchase all five or single individual chapters. All tutorials are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 contains two sections. It starts with an Introduction Game Overview of the goals, game ludology, workstation set-up and generation tools. The second section holds the individual game mechanics tutorials. In a matter of hours, you will have a working game prototype for this game mechanics. All that remains to do is adding your own artwork and additional game features; after a few days, you`ll have a completed game ready to deploy in any "apps" store. You might consider this a joint effort in game creation; I am your game programmer and you are the game designer, artist, and marketer. You`ll find detailed working examples, with dozens of illustrations and many concepts you can freely adopt toward your own gaming projects. All the source code annotations enhance the book`s explanation.

Book Making Puzzle Browser Games with Phaser V2

Download or read book Making Puzzle Browser Games with Phaser V2 written by Stephen Gose and published by . This book was released on 2018-05 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Puzzle Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Jigsaw and Slider Puzzle games and mechanics into 2 styles of puzzle games! It is only one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets from the book website to add your own modification. Making Puzzle Games is book 8 in this series and contains several sections. It starts with a Game Overview of the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v2; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Puzzle Games, especially for the mobile market, then Making Puzzle Games Series is a perfect choice.

Book Making Quiz and Trivia Browser Games with Phaser V2

Download or read book Making Quiz and Trivia Browser Games with Phaser V2 written by Stephen Gose and published by . This book was released on 2017-12-29 with total page 91 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Quiz & Trivia Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Quiz & Trivia game logic and mechanics into 3 styles of trivia games ... ending with a Dating Simulation! It is only one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Quiz & Trivia Games is book 7 in this series and contains several sections. It starts with a Game Overview of the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v2; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Quiz & Trivia Games, especially for the mobile market, then Making Quiz & Trivia Games Series is a perfect choice.

Book Making Multiplayer Online Games

Download or read book Making Multiplayer Online Games written by Stephen Gose and published by . This book was released on 2016-11-07 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: This step-by-step guide represents over 3.5 years of Massive Multi-Player Games (MMoG) research using WebSockets, Block-chain, and WebRTC. It goes beyond the typical fast-food junk deployments found in all other MMoG tutorials & books. This book includes both Phaser v2.x.x & v3.16+ Gaming Frameworks and licenses valued at $192.00. This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND other Gaming Frameworks for the front- and back-end development. It is the Book of 5 Rings - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into massively multiplayer online game creation as a profitable business adventure - none of this theoretical local workstation proof of concept! It uses any popular gaming framework -- not limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017!Part I leads you through the world of networks, business consideration, MMoG analysis and setting up a studio workshop. I have 37 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the undergraduate level.Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and sample code. Part III consists of 3 chapters on production and development for the client-side code, server-side code, and MMoG app code. This content is what your Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your own bespoke MMoG.Part IV features several Tutorial "Walk-Throughs" - Step-by-Step instructions, Gaming Rules, Logic, and using Game Recipes System(TM). The Emancipation Wars is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Your gamers will build armies, hire mercenaries, search out daemonic hordes, conjure magic spells or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. It is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Builds armies, hire mercenaries, search out daemonic hordes, conjure magic spells or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. This game provides your initial Adventurer of Renown characters the best place to earn renown as a military leader of the realm. This game provides your initial "Adventurer of Renown characters" the best place to earn renown as a military leader of the realm. Game Rules, logic, and 4 FREE licenses for MMoG games are included in this book - each license valued at $48 each.

Book Making Strategy Browser Games

Download or read book Making Strategy Browser Games written by Stephen Gose and published by . This book was released on 2020-12-04 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is Book #17 from the Making Browser Game Series.

Book Making Memory Matching Browser Games

Download or read book Making Memory Matching Browser Games written by Stephen Gose and published by . This book was released on 2020-02-08 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection with 5 game examples. This chapter leads you through Memory Matching game development. This self-contained tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting with their own bespoke game, artwork, and features.5 General Game Licenses are included in this book - a savings of $300 if purchased separately!Discover how to create online Memory Matching and "Concentration" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial and bonus courses, you will have a production pipeline to create as many different "Memory Matching" games as your imagination can dream of! This is a "mega-book" with 5 different types of Memory Matching and MahJong games. Two games were written in Phaser v3.16+ - an RPG Math Game for "pre-schoolers" and a New Age "Simple Shaman(TM)". Three games were written in Phaser v2.x.x from the Mozart Music Match Suite - an audio memory game, a music motif game, and MahJong. Included with your purchase, you'll also get bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your productions and then modify those resources for your purposes.I would like to guide you in creating several styles of Memory Matching is Pairs - both hidden and open -, and Sequence Memory game mechanics. We will use these game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have several fully functional Memory Matching game - not a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Book Creating Collapsing Blocks Browser Games

Download or read book Creating Collapsing Blocks Browser Games written by Stephen Gose and published by LeanPub.com. This book was released on 2014-08-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to create online Collapsing Block games using the methods in this single chapter. When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of! You'll also get bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes. General Game Licenses are included in this purchased book if you wish to simply copy and publish my version. I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase. This extraordinarily comprehensive guide will teach you how to: - Use Construct - either v2 or v3.- How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development!- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.- Analyze current business demand for this game's genre, how and where to deploy it.- Automatically generate various game board features. If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

Book Making Connect 4  Browser Games

Download or read book Making Connect 4 Browser Games written by Stephen Gose and published by . This book was released on 2017-09 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Connect-4+ game (with "tile-matching") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Book Phaser Game Prototyping

    Book Details:
  • Author : Stephen Gose
  • Publisher :
  • Release : 2017-02-25
  • ISBN : 9781980783930
  • Pages : 327 pages

Download or read book Phaser Game Prototyping written by Stephen Gose and published by . This book was released on 2017-02-25 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a hands-on guide for Game Prototype creations using the Phaser JavaScript Gaming Framework for either version 2.x.x or the newest released 3.x.x. As of February 2017, this book is the first and only available tutorial for Phaser v3.x.x and will continue to supplement version 3 as features become available. Therefore, if you purchased this book from LeanPub.com, you will have a continually updated version. If you are a customer from Amazon, you may access the latest information on the book's website.Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) and the new version 3.x.x (2018) JavaScript Game Framework. Master the important skills and techniques you need for Phaser version 3 now. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book's snippets and add your own modification.Phaser Game Prototyping Part I demonstrates basic game mechanisms from the Phaser JavaScript Game Framework using "SCRUM-style sprints". It starts by showing you how you to build game mechanisms in both Phaser v2 and then in Phaser version 3! By the end of Part I, you'll have a complete, fully-functional Game Prototype with the supporting tools to manage further game production. You'll have a game character's visual and meta descriptions, learned to control your avatar through the keyboard, mouse, or touch-screen interfaces, developed a game environment, created game scene migrations and then learned how to use collision detection within a standard v2 and the improved version 3 game loops, built dynamic menu response system, to build an interactive game world. Phaser Game Prototyping Part II demonstrates how to connect all your new game prototypes into various game mechanics. What I show you will open the pathway to building a game in 7-days or a month. You'll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the new Phaser v3 features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser v3 in 3D games. You'll discover how to develop games and multi-level isometric scenes using new features in Phaser v3, and existing features in Phaser v2. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills in Phaser v3 and update their skills in version 2.You'll find detailed working examples on the book's website with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. You can begin your current game conversions into Phaser 3 now. Who This Book Is For:Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2 JavaScript skills into the next Phaser version 3 release. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

Book Programming a Browser Game

    Book Details:
  • Author : Matthew Bullard
  • Publisher : CreateSpace
  • Release : 2014-08-30
  • ISBN : 9781501011184
  • Pages : 338 pages

Download or read book Programming a Browser Game written by Matthew Bullard and published by CreateSpace. This book was released on 2014-08-30 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating text based browser games is a lot easier than many believe and it is the focus of this book to show you how one developer started from scratch and designed and programmed his own browser based game. Tomb Treasure is built from the ground up with friendly procedure coding style which eliminates the use of any pre-built PHP frameworks or dependent files. The author encourages the readers to add to and take away from this project to make the game their own. The book is designed in a way that the reader starts from the front and works through each chapter building on the code from the previous chapters as the author and the reader build a real working web based browser game.

Book Making Phaser 3 Collapsing Blocks Browser Games

Download or read book Making Phaser 3 Collapsing Blocks Browser Games written by Stephen Gose and published by . This book was released on 2020-11-18 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser Games with Phaser III Series is a tutorial hands-on guide for creating online games using the latest released Phaser JS Gaming Framework. This tutorial is a single chapter focused on building a Collapsing Blocks game logic and mechanics. It is one chapter in a series of 16+ great classic game mechanics techniques. I decided to sell each chapter separately to cater to client's demands. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Series contains several sections. It starts with a Game Overview into the goals, game ludology, workstation set-up, and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; over the next few days, you have a completed game ready to deploy in the "apps" stores. The second half of this tutorial demonstrates how to integrate several game genres with this simple Collapsing Block game.This particular pamphlet leads you into a Collapsing Block casual game. Then, it integrates the Collapsing Blocks game mechanics into a highly addictive RPG Adventure game of exploration and survival. You need this pamphlet as a foundation to integrate collapsing blocks puzzles into various game genres. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply into your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v3.15+; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v3.15+. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v3.15.x official and community editions. If you are interested in making browser games, especially for the mobile market, then Making Browser Games Series is a perfect choice.

Book Making Dress Up Browser Games with Phaser V2

Download or read book Making Dress Up Browser Games with Phaser V2 written by Stephen Gose and published by Independently Published. This book was released on 2017-08-05 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Dress-up Fashions Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Dress-up Fashions game logic and mechanics. It is only one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Dress-up Fashions Games is book 6 in this series and contains several sections. It starts with a Game Overview into the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v2; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Dress-up Fashions Games, especially for the mobile market, then Making Dress-up Fashions Games Series is a perfect choice.

Book Making Photo Hunt Browser Games

Download or read book Making Photo Hunt Browser Games written by Stephen Gose and published by . This book was released on 2017-08-05 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Hidden Objects" and "Find the Difference" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online "Hidden Picture" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "hidden object" games as your imagination can dream of!You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several types of "Hidden Picture Puzzle" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional "Hidden Objects" game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.