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EBookClubs

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Book Let   s Build a Multiplayer Phaser Game

Download or read book Let s Build a Multiplayer Phaser Game written by Oscar Lodriguez and published by Apress. This book was released on 2018-12-05 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers. Let’s Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends. What You'll Learn Discover the ins and outs of Socket.IO for real-time web communication Use TypeScript to allow your project to be typed and self-documenting See how gaming mechanics work to make a game entertaining Get a deeper understanding of how to structure your working directory and your code Scale what you have created Who This Book Is For Developers who want to know how to create and structure a complex online game

Book Let s Build a Multiplayer Phaser Game

Download or read book Let s Build a Multiplayer Phaser Game written by Oscar Lodriguez and published by . This book was released on 2019 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Create a fully working multiplayer game from scratch using TypeScript, Socket.io, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers.

Book Making Multiplayer Online Games

Download or read book Making Multiplayer Online Games written by Stephen Gose and published by Scribl. This book was released on 2016-11-07 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "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 the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just 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 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 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 college 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 example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

Book Phaser js Game Design Workbook

Download or read book Phaser js Game Design Workbook written by Stephen Gose and published by Scribl. This book was released on 2017-12-02 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using phaser.js framework, **you develop your own game** by simply following and translating my easy concepts into your own game design. **When you complete this workbook, unlike other game development books, you will have your own game, not a game of the author's.** For example, if you have never created an online game in html5 and JavaScript, you might like to start with chapters 1 through 3 while a seasoned game developer might like chapters 4, 8, 11 and the appendix. The workbook's **appendix is a resource dictionary with all the open-source free assets on the Internet.** Each chapter guides you in [my decision/design process](http://www.stephen-gose.com) you see why I am choosing various business and software results -- all of this in well-commented source code so you can get it right away. In summary, you complete your own exciting game in your selected genre using the free open source Phaser JavaScript Gaming Framework and other JavaScript tools following this step-by-step workbook. The power of the Phaser JavaScript Framework is yours.

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 Phaser by Example

    Book Details:
  • Author : Richard Davey
  • Publisher : Independently Published
  • Release : 2024-04-29
  • ISBN :
  • Pages : 0 pages

Download or read book Phaser by Example written by Richard Davey and published by Independently Published. This book was released on 2024-04-29 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book shows you how to create video games with JavaScript using the most popular framework for the web: Phaser. Through different examples, you will learn how to develop games from the simplest to shooters, platformers, and even multiplayer games. It also contains a deep dive into the framework by the Phaser creator himself and useful tips about video game development that will help you improve your creative process. All source code (based on Phaser3) from the examples is available for download

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 Game Programming Patterns

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Book Making Phaser 3 Dress Up Browser Games

Download or read book Making Phaser 3 Dress Up Browser Games written by Stephen Gose and published by . This book was released on 2020-11-18 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Dress-up Fashions Games with Phaser III Series is a tutorial hands-on guide for creating online games using Phaser v3.15+ released edition. 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 3 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 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 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 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 Functional Web Development with Elixir  OTP  and Phoenix

Download or read book Functional Web Development with Elixir OTP and Phoenix written by Lance Halvorsen and published by Pragmatic Bookshelf. This book was released on 2018-01-25 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Elixir and Phoenix are generating tremendous excitement as an unbeatable platform for building modern web applications. For decades OTP has helped developers create incredibly robust, scalable applications with unparalleled uptime. Make the most of them as you build a stateful web app with Elixir, OTP, and Phoenix. Model domain entities without an ORM or a database. Manage server state and keep your code clean with OTP Behaviours. Layer on a Phoenix web interface without coupling it to the business logic. Open doors to powerful new techniques that will get you thinking about web development in fundamentally new ways. Elixir and OTP provide exceptional tools to build rock-solid back-end applications that scale. In this book, you'll build a web application in a radically different way, with a back end that holds application state. You'll use persistent Phoenix Channel connections instead of HTTP's request-response, and create the full application in distinct, decoupled layers. In Part 1, start by building the business logic as a separate application, without Phoenix. Model the application domain with Elixir functions and simple data structures. By keeping state in memory instead of a database, you can reduce latency and simplify your code. In Part 2, add in the GenServer Behaviour to make managing in-memory state a breeze. Create a supervision tree to boost fault tolerance while separating error handling from business logic. Phoenix is a modern web framework you can layer on top of business logic while keeping the two completely decoupled. In Part 3, you'll do exactly that as you build a web interface with Phoenix. Bring in the application from Part 2 as a dependency to a new Phoenix project. Then use ultra-scalable Phoenix Channels to establish persistent connections between the stateful server and a stateful front-end client. You're going to love this way of building web apps! What You Need: You'll need a computer that can run Elixir version 1.5 or higher and Phoenix 1.3 or higher. Some familiarity with Elixir and Phoenix is recommended.

Book Building Your Own JavaScript Framework

Download or read book Building Your Own JavaScript Framework written by Vlad Filippov and published by Packt Publishing Ltd. This book was released on 2023-11-03 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to craft elegant and well-structured software frameworks in a variety of JavaScript environments with this handy guide Key Features Explore the gateway to the constantly evolving world of JavaScript frameworks Navigate the JavaScript development landscape and discover crucial software architecture patterns Build your own framework for a variety of work-related projects Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionJavaScript frameworks play an essential role in web application development; however, no single framework works perfectly for all projects. This book will help you understand existing projects, design new software architecture, and maintain projects as they grow. You’ll go through software architecture principles with JavaScript, along with a guided example of structuring your project and maintenance guidance. This book covers framework planning aspects, enabling you to identify key stakeholders, understand JavaScript API design, and leverage complex abstraction. The second part of the book takes a practical programming approach to building your own framework by showing you how to structure modules and interfaces. As you advance, you’ll discover how to develop data-binding components, work with JavaScript APIs, and much more. While writing a framework is half the job, continuing to develop it requires effort from everyone involved. The concluding chapters help to achieve this by teaching you the crucial aspects of software maintenance and highlighting the constants of framework development. By the end of this book, you’ll have gained a clear understanding of the JavaScript framework landscape, along with the ability to build frameworks for your use cases.What you will learn Expand your knowledge of JavaScript frameworks within different runtimes and ecosystems Get to grips with the technical aspects of structuring framework abstractions in JavaScript Gain an understanding of common patterns across various existing frameworks Discover the usage of existing tooling such as TypeScript and GraphQL Configure performance tests for your project and track down bottlenecks in the code base Understand how JavaScript and the web evolve and what these systems will look like in the coming years Who this book is forIf you’re a JavaScript novice or an expert who wants to explore the world of JavaScript frameworks, this book is for you. This book introduces you to the history of frontend frameworks and guides you through the creation of your own framework. The chapters are designed to help developers build large projects for their full-time jobs and programmers who want to create open-source projects. A clear understanding of the JavaScript programming language as well as experience with existing software frameworks are all prerequisites.

Book Computer Gaming World

Download or read book Computer Gaming World written by and published by . This book was released on 1999 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Phaser III Game Design Workbook

    Book Details:
  • Author : Stephen Gose Phd
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2017-02-14
  • ISBN : 9781725936270
  • Pages : 348 pages

Download or read book Phaser III Game Design Workbook written by Stephen Gose Phd and published by Createspace Independent Publishing Platform. This book was released on 2017-02-14 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using Phaser III JavaScript Gaming Framework, you develop your own bespoke game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other browser game development books, you will have your own game, not a carbon-copy of mine.This workbook is divided in three parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 4), while a seasoned game developer might start with Part II (chapters 5 through 10) and scourer the appendix. The workbook's appendix is a resource dictionary choke full of available books, and open-source FREE assets from the Internet. Each chapter guides you in my decisions and design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source-code files in the latest v3.15.x (external to the book's content), so that you can convert these resources into your own production pipeline. In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser III JavaScript Gaming Framework, and other JavaScript tools by following this step-by-step workbook. The power of Phaser JavaScript Framework is exposed for your development. Bonus Content available conveniently in your LeanPub Library or from this book's website.

Book Making Match 3 Browser Games with Phaser V2

Download or read book Making Match 3 Browser Games with Phaser V2 written by Stephen Gose and published by . This book was released on 2017-08-05 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser 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 match-3 game logic and mechanics. It is one chapter in a series of 12 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 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 start with an 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 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. 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 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 browser games, especially for the mobile market, then Making Browser Games Series is the perfect choice.

Book Programming Linux Games

Download or read book Programming Linux Games written by Loki Software, Inc and published by No Starch Press. This book was released on 2001 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.

Book Build a Game with UDK

Download or read book Build a Game with UDK written by Geoff Sholler and published by . This book was released on 2013 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: A step-by-step tutorial to create an astounding game using the tools provided by UDK.This book is intended for people who aim to make an amazing virtual game with UDK. The goal of this book to give users a chance to expand their knowledge and create exciting games using the tools available.