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Book Phaser Game Design Workbook

Download or read book Phaser Game Design Workbook written by Stephen Gose and published by Stephen Gose LLC. This book was released on 2016-11-08 with total page 270 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 v2.x.x gaming frameworks, 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 carbon-copy of the author's. This workbook is divided in two 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 3), while a seasoned game developer might start with Part II (chapters 4 through 8) and scourer the appendix. The workbook's appendix is a resource dictionary of available books, and open-source FREE assets on the Internet. Each chapter guides you in my decisions & 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 for both versions 2.6.2, CE (external to the book's content), so you can convert into your own production pipeline. In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser v2.x.x JavaScript 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 Phaser III Game Prototyping

Download or read book Phaser III Game Prototyping written by Stephen Gose and published by . This book was released on 2017-02-07 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: This workbook is the new hands-on guide for Game Prototype creations using Micro-services and component object programming with an emphasis on the Phaser III JavaScript Gaming Frameworks. Its examples are from the Phaser's official, v3.15+ JavaScript Game Framework for making online games. It provides Game Recipes(TM) - step-by-step instructions - to master those important skills and techniques you need when working in Phaser III and 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.Phaser III Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser3 JavaScript Game Framework using "OLOO" paradigm. It starts by showing you how you to build game mechanisms in Phaser v3.15+ versions! By the end of Part I, you'll have a complete, fully-functional Game Prototypes, reusable components and the supporting tools to manage further bespoke game production. You'll learn about game character's visual and metadata descriptions, how to control your avatar through the keyboard, mouse, or touch-screen interfaces, develop game environments, create scene migrations and then learn how to use physics and collision detection within a single-player game loop, build dynamic menu responses for your interactive game world. Phaser III Game Prototyping 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 opens a pathway to construct games 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 in 7 days. You'll learn to make mazes, 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 newest Phaser3 features, and other fast-paced actions that cover all the popular game perspective of 2.5D gaming. I'll reveal what I'm doing with Phaser in 3D games too. You'll discover how to develop games and multi-level isometric scenes using special Phaser3 features. 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 their skills in version v3.15+.You'll find detailed working examples on the book's supporting website with dozens of illustrations and many concepts you can freely apply to your own bespoke projects. All the source code annotations enhance the book's explanations. What you'll learn: By the end of this workbook, you'll have integrated into your own bespoke 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 Multi-Player Online Game (MMoG) deployment.

Book Making Puzzle Browser Games

    Book Details:
  • Author : Stephen Gose
  • Publisher : Independently Published
  • Release : 2018-05
  • ISBN :
  • Pages : 190 pages

Download or read book Making Puzzle Browser Games written by Stephen Gose and published by Independently Published. This book was released on 2018-05 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to create online "Puzzle" 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 "JigSaw & Slider" Puzzle 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. General Game Licenses are included in the purchased book.I would like to guide you in creating several types of "Puzzle" game mechanics using an innovative approach with Phaser III. 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 "Puzzle" 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. This extraordinarily comprehensive guide will teach you how to: - Use either the Phaser JS Gaming Framework either v2.x.x or v3.16+.- How to integrate "Puzzle" game mechanics into other game genres such as Detective adventure and spy stories!- 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 ECGBL 2018 12th European Conference on Game Based Learning

Download or read book ECGBL 2018 12th European Conference on Game Based Learning written by Dr Melanie Ciussi and published by Academic Conferences and publishing limited. This book was released on 2018-10-04 with total page 962 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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 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 Crafting Rails 4 Applications

Download or read book Crafting Rails 4 Applications written by Jose Valim and published by Pragmatic Bookshelf. This book was released on 2013-11-14 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready to see Rails as you've never seen it before. Learn how to extend the framework, change its behavior, and replace whole components to bend it to your will. Eight different test-driven tutorials will help you understand Rails' inner workings and prepare you to tackle complicated projects with solutions that are well-tested, modular, and easy to maintain. This second edition of the bestselling Crafting Rails Applications has been updated to Rails 4 and discusses new topics such as streaming, mountable engines, and thread safety. Rails is one of the most extensible frameworks out there. This pioneering book deep-dives into the Rails plugin APIs and shows you, the intermediate Rails developer, how to use them to write better web applications and make your day-to-day work with Rails more productive. Rails Core developer Jose Valim guides you through eight different tutorials, each using test-driven development to build a new Rails plugin or application that solves common problems with these APIs. You'll learn how the Rails rendering stack works and customize it to read templates from the database while you discover how to mimic Active Record behavior, such as validations, in any other object. You'll find out how Rails integrates with Rack, the different ways to stream data from your web application, and how to mix Rails engines and Sinatra applications into your Rails apps, so you can choose the most appropriate tool for the job. In addition, you'll improve your productivity by customizing generators and responders. This book will help you understand Rails' inner workings, including generators, template handlers, internationalization, routing, and responders. With the knowledge you'll gain, you'll create well-tested, modular, and robust solutions for your next project.

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 Developing 2D Games with Unity

Download or read book Developing 2D Games with Unity written by Jared Halpern and published by Apress. This book was released on 2018-11-28 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn.Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

Book Introduction to Game Design  Prototyping  and Development

Download or read book Introduction to Game Design Prototyping and Development written by Jeremy Gibson and published by Pearson Education. This book was released on 2015 with total page 944 pages. Available in PDF, EPUB and Kindle. Book excerpt: This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.

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 Beginning Game Development with Python and Pygame

Download or read book Beginning Game Development with Python and Pygame written by Will McGugan and published by Apress. This book was released on 2007-12-22 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides readers with an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. Authored by industry veteran and Python expert Will McGugan, readers are treated to a comprehensive, practical introduction to games development using these popular technologies. They can also capitalize upon numerous tips and tricks the author has accumulated over his career creating games for some of the world's largest gaming developers.

Book Effective Java

    Book Details:
  • Author : Joshua Bloch
  • Publisher : Addison-Wesley Professional
  • Release : 2008-05-08
  • ISBN : 0132778041
  • Pages : 375 pages

Download or read book Effective Java written by Joshua Bloch and published by Addison-Wesley Professional. This book was released on 2008-05-08 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you looking for a deeper understanding of the JavaTM programming language so that you can write code that is clearer, more correct, more robust, and more reusable? Look no further! Effective JavaTM, Second Edition, brings together seventy-eight indispensable programmer’s rules of thumb: working, best-practice solutions for the programming challenges you encounter every day. This highly anticipated new edition of the classic, Jolt Award-winning work has been thoroughly updated to cover Java SE 5 and Java SE 6 features introduced since the first edition. Bloch explores new design patterns and language idioms, showing you how to make the most of features ranging from generics to enums, annotations to autoboxing. Each chapter in the book consists of several “items” presented in the form of a short, standalone essay that provides specific advice, insight into Java platform subtleties, and outstanding code examples. The comprehensive descriptions and explanations for each item illuminate what to do, what not to do, and why. Highlights include: New coverage of generics, enums, annotations, autoboxing, the for-each loop, varargs, concurrency utilities, and much more Updated techniques and best practices on classic topics, including objects, classes, libraries, methods, and serialization How to avoid the traps and pitfalls of commonly misunderstood subtleties of the language Focus on the language and its most fundamental libraries: java.lang, java.util, and, to a lesser extent, java.util.concurrent and java.io Simply put, Effective JavaTM, Second Edition, presents the most practical, authoritative guidelines available for writing efficient, well-designed programs.

Book Unity in Action

    Book Details:
  • Author : Joseph Hocking
  • Publisher : Simon and Schuster
  • Release : 2018-03-27
  • ISBN : 1638356211
  • Pages : 586 pages

Download or read book Unity in Action written by Joseph Hocking and published by Simon and Schuster. This book was released on 2018-03-27 with total page 586 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices

Book Roguelike Development with JavaScript

Download or read book Roguelike Development with JavaScript written by Andre Alves Garzia and published by Apress. This book was released on 2020-09-26 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, you’ll go through all the steps to build a small, fun, playable web roguelite game. The author will guide you on how to add further features to the game such as populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and tile-based mapping as well as learn game design skills such as what makes dungeons fun and how to evoke an emotion in your game. Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. You’ll see why they appeal to game designers on a budget and discover that they serve as a good platform to experiment with novel ideas and designs. Along the way, you’ll cover the increasingly popular roguelite genre that provides a hyper casual form of the genre that is approachable and often mobile. After reading this book, you’ll be ready to create your own roguelikes, to dive deep into procedural generation, and also to bring some of the techniques shown here into other genres and game projects. What You Will Learn Make use of procedural generation for dungeons, mazes, monsters, and treasure Pick up skills to use Phaser to build games Implement turn-based mechanics Use tile-based graphics Who This Book Is For Game developers who want to build something fun and who have at least some prior JavaScript programming experience.

Book C   Templates

    Book Details:
  • Author : David Vandevoorde
  • Publisher : Addison-Wesley Professional
  • Release : 2017-09-14
  • ISBN : 013477874X
  • Pages : 2818 pages

Download or read book C Templates written by David Vandevoorde and published by Addison-Wesley Professional. This book was released on 2017-09-14 with total page 2818 pages. Available in PDF, EPUB and Kindle. Book excerpt: Templates are among the most powerful features of C++, but they remain misunderstood and underutilized, even as the C++ language and development community have advanced. In C++ Templates, Second Edition, three pioneering C++ experts show why, when, and how to use modern templates to build software that’s cleaner, faster, more efficient, and easier to maintain. Now extensively updated for the C++11, C++14, and C++17 standards, this new edition presents state-of-the-art techniques for a wider spectrum of applications. The authors provide authoritative explanations of all new language features that either improve templates or interact with them, including variadic templates, generic lambdas, class template argument deduction, compile-time if, forwarding references, and user-defined literals. They also deeply delve into fundamental language concepts (like value categories) and fully cover all standard type traits. The book starts with an insightful tutorial on basic concepts and relevant language features. The remainder of the book serves as a comprehensive reference, focusing first on language details and then on coding techniques, advanced applications, and sophisticated idioms. Throughout, examples clearly illustrate abstract concepts and demonstrate best practices for exploiting all that C++ templates can do. Understand exactly how templates behave, and avoid common pitfalls Use templates to write more efficient, flexible, and maintainable software Master today’s most effective idioms and techniques Reuse source code without compromising performance or safety Benefit from utilities for generic programming in the C++ Standard Library Preview the upcoming concepts feature The companion website, tmplbook.com, contains sample code and additional updates.

Book Beginning HTML5 and CSS3 For Dummies

Download or read book Beginning HTML5 and CSS3 For Dummies written by Ed Tittel and published by John Wiley & Sons. This book was released on 2013-08-14 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: Your full-color, friendly guide to getting started with HTML5 and CSS3! HTML and CSS are essential tools for creating dynamic websites and help make your websites even more effective and unique. This friendly-but-straightforward guide gets you started with the basics of the latest versions of HTML and CSS: HTML5 and CSS3. Introducing you to the syntax and structure of the languages, this helpful guide shows you how to create and view a web page, explains ideal usage of HTML5 and CSS3, walks you through the CSS3 rules and style sheets, addresses common mistakes and explains how to fix them, and explores interesting HTML5 tools. Serves as an ideal introduction to HTML5 and CSS3 for beginners with little to no web development experience Details the capabilities of HTML5 and CSS3 and how to use both to create responsive, practical, and well-designed websites Helps you understand how HTML5 and CSS3 are the foundation upon which hundreds of millions of web pages are built Features full-color illustrations to enhance your learning process Beginning HTML5 and CSS3 For Dummies is the perfect first step for getting started with the fundamentals of web development and design.