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Books > Computing & IT > Computer software packages > Computer games
Unity for Absolute Beginners walks you through the fundamentals of
creating a small third-person shooter game with Unity. Using the
free version of Unity to begin your game development career, you'll
learn how to import, evaluate and manage your game resources to
create awesome third-person shooters. This book assumes that you
have little or no experience with game development, scripting, or
3D assets, and that you're eager to start creating games as quickly
as possible, while learning Unity in a fun and interactive
environment. With Unity for Absolute Beginners you'll become
familiar with the Unity editor, key concepts and functionality.
You'll learn how to import, evaluate and manage resources. You'll
explore C# scripting in Unity, and learn how to use the Unity API.
Using the provided art assets, you will learn the fundamentals of
good game design and iterative refinement as you take your game
from a simple prototype to a quirky, but challenging variation of
the ever-popular first-person shooter. As can be expected, there
will be plenty of destruction, special effects and mayhem along the
way. Unity for Absolute Beginners assumes that you have little or
no experience with game development, scripting, or 3D assets, but
are eager to get up-to-speed as quickly as possible while learning
Unity in a fun and interactive environment.
Game Development Tool Essentials provides must-have tips and tricks
from industry professionals for strengthening and streamlining your
game tools pipeline. Everyone knows the game tools pipeline is
important, but in the current environment of shrinking budgets and
increased time pressure, developers often have to settle for
inefficient, ad hoc, messy pipelines. This unique book will break
you out of that cycle. The practical, expert insights contained
within will enable you to work faster and more efficiently, so you
can spend more time making cool things. Game Development Tool
Essentials pools the knowledge and experience of working developers
over four critical aspects of the game tools pipeline: asset and
data management, geometry and models, Web tools, and programming.
Within those sections, you will learn cutting-edge techniques on
essential subjects such as COLLADA rendering, exporting and
workflow; asset management and compiler architecture; and moving
tools to the cloud. If you're a game developer, you need Game
Development Tool Essentials. Covers readily available tools and
tools developers can build themselves. Presents 96 code samples, 81
illustrations, and end-of-chapter references. Special chapter on
moving tools to the cloud.
In Pro Unity Game Development with C#, Alan Thorn, author of Learn
Unity for 2D Game Development and experienced game developer, takes
you through the complete C# workflow for developing a
cross-platform first person shooter in Unity. C# is the most
popular programming language for experienced Unity developers,
helping them get the most out of what Unity offers. If you're
already using C# with Unity and you want to take the next step in
becoming an experienced, professional-level game developer, this is
the book you need.Whether you are a student, an indie developer, or
a season game dev professional, you'll find helpful C# examples of
how to build intelligent enemies, create event systems and GUIs,
develop save-game states, and lots more. You'll understand and
apply powerful programming concepts such as singleton classes,
component based design, resolution independence, delegates, and
event driven programming. By the end of the book, you will have a
complete first person shooter game up and running with Unity. Plus
you'll be equipped with the know-how and techniques needed to
deploy your own professional-grade C# games. If you already know a
bit of C# and you want to improve your Unity skills, this is just
the right book for you.
HTML5 Game Development Insights is a from-the-trenches collection
of tips, tricks, hacks, and advice straight from professional HTML5
game developers. The 24 chapters here include unique, cutting edge,
and essential techniques for creating and optimizing modern HTML5
games. You will learn things such as using the Gamepad API,
real-time networking, getting 60fps full screen HTML5 games on
mobile, using languages such as Dart and TypeScript, and tips for
streamlining and automating your workflow. Game development is a
complex topic, but you don't need to reinvent the wheel. HTML5 Game
Development Insights will teach you how the pros do it. The book is
comprised of six main sections: Performance; Game Media: Sound and
Rendering; Networking, Load Times, and Assets; Mobile Techniques
and Advice; Cross-Language JavaScript; Tools and Useful Libraries.
Within each of these sections, you will find tips that will help
you work faster and more efficiently and achieve better results.
Presented as a series of short chapters from various professionals
in the HTML5 gaming industry, all of the source code for each
article is included and can be used by advanced programmers
immediately.What you'll learn *From The Trenches tips, hacks, and
advice on HTML5 game development * Best practices for building
Mobile HTML5 games * Actionable advice and code for both
professional and novicesWho this book is for HTML5 Game Development
Insights is for the game developer looking to improve their
development process at all stages of the game development pipeline;
The nuggets of awesome in this book are applicable both to the
hobbyist, trying to track down a performance bug in rendering, and
the professional, who is looking to speed up loading time by
re-packing their artist-generated images. With this book, it's like
looking over the shoulder of the top HTML5 game developers
It's certainly fun to build games that run on your iPhone and iPad.
But, wouldn't it be more fun to create games that allow you to play
with other gamers in your social network? There's a whole lot more
things you can do. Most of the top best selling games around the
world, like World of Warcraft, let you play with others online and
share your experiences with your friends. Beginning iOS Social
Games is your concise introduction to iOS social and other
networked gaming app development using iOS Game Center, Game Kit,
Store Kit, AirPlay, iOS 7 Game Controllers, iTunes App Store and
integrating with social networks/media like Facebook and Twitter.
Author Kyle Richter of Empirical Development is an expert game
developer who guides you through the social game app development
process step by step. This book may allow you to turn your already
existing, created game into a well polished networkable and/or
social media capable game app.What you'll learn * Build socially
integrated games on iOS for iPhone and iPad using Twitter and
Facebook * Configure and begin using Game Center, Apple's social
gaming platform * Work with the advanced features of Apple's Game
Center using leaderboards, achievements, matchmaking, invitations,
and multiplayer * Exchange data while dealing with errors, dropped
connections and other hurdles * Create turned-based iOS games using
Game Center * Implement other socially rich features like real time
Voice Chat, In App Purchases with Store Kit, and displaying content
on a TV using Airplay * Explore all these features and more while
building a real iOS game, UFOs Who this book is for This book is
for iPhone and iPad app developers looking to build iOS game apps
that can network with other apps and social media like Facebook.
2D games are everywhere, from mobile devices and websites to
game consoles and PCs. Timeless and popular, 2D games represent a
substantial segment of the games market. In Learn Unity for 2D Game
Development, targeted at both game development newcomers and
established developers, experienced game developer Alan Thorn shows
you how to use the powerful Unity engine to create fun and
imaginative 2D games. Written inclear and accessible language,
Learn Unity for 2D Game Development will showyou how to set up a
step-by-step 2D workflow in Unity, how to build and import
textures, how to configure and work with cameras, how to establish
pixel-perfect ratios, and all of this so you can put that
infrastructure to work in a real, playable game. Then the final
chapters show youhow to put what you've already made to work in
creating acard-matching game, plus you'll learn how to optimize
your game for mobile devices. What you'll learn How to create a 2D
workflow in Unity Customizing the Unity Editor How to generate
atlas textures and textured quads Animation effects and camera
configuration Handling user input Creating a game from start to
finish Optimizing for mobile devices Who this book is for
Game development students and professionals, indie developers,
game artists and designers, and Unity developers looking to improve
their workflow and effectiveness. Table of Contents 1. Unity Basics
for 2D Games 2. Materials and Textures 3. Quick 2D Workflow 4.
Customizing the Editor with Editor Classes 5. Procedural Geometry
and Textured Quads 6. Generating Atlas Textures 7. UVs and
Animation 8. Cameras and Pixel Perfection 9. Input for 2D Games 10.
Getting Started with a 2D Game 11. Completing the 2D Card Game 12.
Optimization 13. Wrapping Things Up
HTML5 Game Programming with enchant.js gives first-time programmers
of all ages the tools to turn their video game ideas into reality.
A step-by-step guide to the free, open-source HTML5 and JavaScript
engine enchant.js, it is ideally suited for game fans who have
always wanted to make their own game but didn't know how. It begins
with the foundations of game programming and goes on to introduce
advanced topics like 3D. We live in an age where smartphones and
tablets have made games more ubiquitous than ever. Based around
HTML5, enchant.js is ideally suited for aspiring game programmers
who have always been intimidated by code. Games written using
enchant.js take only a few hours to write, and can be played in a
browser, iOS, and Android devices, removing the stress of
programming to focus on the fun. Discover the joy of game
development with enchant.js. * Provides a comprehensive, easy guide
to game programming through enchant.js * Gives aspiring game
developers a tool to realize their ideas * Introduces readers to
the basics of HTML5 and JavaScript programming What you'll learn *
Master the basics of HTML5 and JavaScript programming * Create a
game that can be played on a desktop, iOS, or Android * Upload your
game to 9leap.net, where you can share it easily * Program your own
3D games * Grasp the essential concepts of making a compelling and
popular game Who this book is for HTML5 Game Programming with
enchant.js is for aspiring game developers of all ages who have
wanted to make their own games but didn't know how. It's for
programmers interested in learning the potential of HTML5 through
designing games.
Foundation Game Design with HTML5 and JavaScript teaches you
everything you need to know about how to make video games. If
you've never done any programming before and don't know where to
start, this book will show you how to make games from start to
finish. You'll learn all the latest programming technologies
(HTML5, CSS, and JavaScript) to create your games. All written in a
fun and friendly style with open-ended projects that encourage you
to build your own original games. Foundation Game Design with HTML5
and JavaScript starts by showing you how you can use basic
programing to create logic games, adventure games, and create
interactive game graphics. Design a game character, learn to
control it with the keyboard, mouse, or touch screen interface, and
then learn how to use collision detection to build an interactive
game world. You'll learn to make maze games, platform jumping
games, and fast paced action games that cover all the popular
genres of 2D gaming. Create intelligent enemies, use realistic
physics, sound effects and music, and learn how to animate game
characters.Whether you're creating games for the web or mobile
devices, everything you need to get started on a career as a game
designer is right here. * Focused and friendly introduction to
making games with HTML5. * Essential programming and graphic design
techniques for building games, with each chapter gently building on
the skills of preceding chapters. * Detailed case studies
demonstrating techniques that can be used for making games in a
wide variety of genres. What you'll learn * Get a thorough
grounding in HTML5 and good programming practices, with minimal
prior programming experience required. * Discover how to build
logic, adventure, and 2D action games in a wide range of genres. *
Master collision detection, Enemy AI systems, player control, basic
physics and easy trigonometry. * Make use of modern JavaScript
programming techniques to build robust games that are quick to
make, easy to maintain, and simple to extend. * Understand the
strategies for making games fun to play and easy to build.Who this
book is for Foundation Game Design with HTML5 and JavaScript is for
a non-technical creative person who wants to learn the art of video
game design, but has no idea where to start or where to look for
help. It is a lucid, friendly and step-by-step guide though all the
technical and creative issues involved in game design. This book
treats programming as a creative artistic tool, and will help
anyone who may be afraid of programming to love the subject as much
as the author does. The techniques in the book are comprehensive
enough to form the basis of a career as a game designer, and form a
solid foundation for continued study of programming and graphic
design for games. This book is the missing link that will guide and
inspire any curious and creative person to turn a good game idea
into a reality.
Dive into game development and create great multiplayer online
games with Pro Android Web Game Apps. This hands-on guide covers
both the theory and practice of browser game development for the
Android platform. You'll use cutting-edge technologies to make game
engines in your browser, establish real-time server communication,
and create amazing gaming experiences with artificial intelligence
and rich media. Bring your knowledge of HTML and JavaScript to the
next level with Pro Android Web Game Apps. You are guided through
exciting projects that give you firsthand experience with core game
app development concepts. You'll start with a blank HTML page, and
by the end of the book, have the skills needed to create a
multiplayer online game with rich graphics, sound, animation, and
more-even if you have no previous games development or server-side
experience.
Beginning Android Games, Second Edition offers everything you need
to join the ranks of successful Android game developers, including
Android tablet game app development considerations. You'll start
with game design fundamentals and programming basics, and then
progress toward creating your own basic game engine and playable
game apps that work on Android and earlier version compliant
smartphones and now tablets. This will give you everything you need
to branch out and write your own Android games. The potential user
base and the wide array of available high-performance devices makes
Android an attractive target for aspiring game developers. Do you
have an awesome idea for the next break-through mobile gaming
title? Beginning Android Games will help you kick-start your
project.This book will guide you through the process of making
several example game apps using APIs available in new Android SDK
and earlier SDK releases for Android smartphones and tablets: * The
fundamentals of game development and design suitable for Android
smartphones and tablets * The Android platform basics to apply
those fundamentals in the context of making a game, including new
File Manager system and better battery life management * The design
of 2D and 3D games and their successful implementation on the
Android platform This book lets developers see and use some Android
SDK Jelly Bean; however, this book is structured so that app
developers can use earlier Android SDK releases. This book is
backward compatible like the Android SDK. What you'll learn * How
to set up/use the development tools for creating your first Android
game app * The fundamentals of game programming in the context of
the Android platform * How to use the Android's APIs for graphics
(Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those
fundamentals * How to develop two 2D games from scratch, based on
Canvas API and OpenGL ES * How to create a full-featured 3D game *
How to publish your games, get crash reports, and support your
users * How to complete your own playable 2D OpenGL games Who this
book is for This book is for people with a basic knowledge of Java
who want to write games on the Android platform. It also offers
information for experienced game developers about the pitfalls and
peculiarities of the platform.
Create compelling 2D games with Learn cocos2d 2: Game Development
with iOS. This book shows you how to use the powerful new cocos2d,
version 2 game engine to develop games for iPhone and iPad with
tilemaps, virtual joypads, Game Center, and more. It teaches you:
The process and best practices of mobile game development,
including sprite batching, texture atlases, parallax scrolling,
touch and accelerometer input. How to enhance your games using the
Box2D and Chipmunk physics engines and other cocos2d-related tools
and libraries. How to add UIKit views to cocos2d and how to add
cocos2d to UIKit apps. The ins and outs of the Kobold2D development
environment for cocos2d and its pre-configured libraries, including
cocos3d and Lua. Best of all, this book will have you making games
right from the very start. It guides you step-by-step through the
creation of sample games. These fun examples are modeled after
popular App Store games and teach you key concepts of the new
cocos2d 2 game engine and relevant tools like TexturePacker
(texture atlas), PhysicsEditor (physics collision shapes), Particle
Designer (particle effects), Glyph Designer (bitmap fonts), and
others. This book offers a rock-solid introduction to creating
games made entirely with cocos2d and little or no iOS SDK and
OpenGL code. It also details alternative implementations,
identifies the best free and commercial tools for cocos2d game
development, features coverage of the author's improved cocos2d
game engine (Kobold2D), and even helps you enhance your game's
marketability on the App Store.
Detective Dojima has been hospitalized, while young Nanako has been
kidnapped to the TV World. Soji leads the investigation team on an
urgent mission to save his smallest family member. Based the
Persona 4 video game!
In response to the success of the first edition of Foundation Game
Design with Flash, Rex van der Spuy has revised and updated all the
code to meet current programming best practices, and the focus is
now on accurate ActionScript 3.0, regardless of the IDE that you
use. We've all sneaked the odd five minutes here or there playing
the latest Flash game that someone sent around the office, but
creating those games is trickier than it looks. The aim of
Foundation Game Design with ActionScript 3.0 is to take you, even
if you've minimal multimedia or programming experience, through a
series of step-by-step examples and detailed case studies--to the
point where you'll have the skills to independently design any
conceivable 2D game using Flash and ActionScript. Foundation Game
Design with ActionScript 3.0 is a non-technical one-stop shop for
all the most important skills and techniques a beginning game
designer needs to build games with Flash from scratch. Whether
you're creating quick blasts of viral amusement, or more in-depth
action or adventure titles, this is the book for you.* Focused and
friendly introduction to designing games with Flash and
ActionScript * Detailed case studies of Flash games * Essential
techniques for building games, with each chapter gently building on
the skills of preceding chapters * Modern best practices and new
content on ActionScript 3.0 * Also covers asset creation in
Photoshop and Illustrator What you'll learn * How to build
interactive movies and objects with Flash * A thorough grounding in
ActionScript 3.0 and good programming practices, with minimal prior
programming experience required * How to build interactive
storybooks, space-shooter, adventure and drag-and-drop games * To
master collision detection, enemy AI systems, player control,
managing game data, basic physics and trigonometry * To make use of
design patterns and object-oriented programming techniques to build
robust games * Strategies for making games fun to play and easy to
build Who this book is for This book is for a non-technical,
creative person who wants to learn the art of video game design,
but has no idea where to start or where to look for help.It is a
lucid, friendly and step-by-step guide though all the technical and
creative issues involved in game design with Flash and
ActionScript. The book treats programming as a creative artistic
tool, and will help anyone who may be afraid of programming come to
love the subject as much as the author does. The techniques in the
book are comprehensive enough to form the basis of career as a game
designer, and form a solid foundation for continued study of
programming and ActionScript. This book is the missing link that
will guide and inspire any curious and creative person turn a good
game idea into a reality. Table of Contents * Programming
Foundations: How to Make a Video Game * Making Objects *
Programming Objects * Controlling Movie Clip Objects * Decision
Making * Controlling a Player Character * Bumping into Things *
Object-Oriented Game Design * Platform Game: Physics and Data
Management * Advanced Object and Character Control * Using Flash
Professional
A potent new book examines the overlap between our ecological
crisis and video games Video games may be fun and immersive
diversions from daily life, but can they go beyond the realm of
entertainment to do something serious-like help us save the planet?
As one of the signature issues of the twenty-first century,
ecological deterioration is seemingly everywhere, but it is rarely
considered via the realm of interactive digital play. In Playing
Nature, Alenda Y. Chang offers groundbreaking methods for exploring
this vital overlap. Arguing that games need to be understood as
part of a cultural response to the growing ecological crisis,
Playing Nature seeds conversations around key environmental science
concepts and terms. Chang suggests several ways to rethink existing
game taxonomies and theories of agency while revealing surprising
fundamental similarities between game play and scientific work.
Gracefully reconciling new media theory with environmental
criticism, Playing Nature examines an exciting range of games and
related art forms, including historical and contemporary analog and
digital games, alternate- and augmented-reality games, museum
exhibitions, film, and science fiction. Chang puts her surprising
ideas into conversation with leading media studies and
environmental humanities scholars like Alexander Galloway, Donna
Haraway, and Ursula Heise, ultimately exploring manifold ecological
futures-not all of them dystopian.
Create compelling 2D games with Learn cocos2d Game Development with
iOS 5. This book shows you how to use the powerful cocos2d game
engine to develop games for iPhone and iPad with tilemaps, virtual
joypads, Game Center, and more. It teaches you: * The process and
best practices of mobile game development, including sprite
batching, texture atlases, parallax scrolling, touch and
accelerometer input. * How to enhance your games using the Box2D
and Chipmunk physics engines and other cocos2d-related tools and
libraries. * How to add UIKit views to cocos2d and how to add
cocos2d to UIKit apps. * The ins and outs of the Kobold2D
development environment for cocos2d and its preconfigured
libraries, including cocos3d and Lua. Best of all, Learn cocos2d
Game Development with iOS 5 will have you making games right from
the very start. It guides you step-by-step through the creation of
sample games.These fun examples are modeled after popular App Store
games and teach you key concepts of the cocos2d game engine and
relevant tools like TexturePacker (texture atlas), PhysicsEditor
(physics collision shapes), Particle Designer (particle effects),
Glyph Designer (bitmap fonts), and others. This book offers a
rock-solid introduction to creating games made entirely with
cocos2d and little or no iOS 5 SDK and OpenGL code. It also details
alternative implementations, identifies the best free and
commercial tools for cocos2d game development, features coverage of
the author's improved cocos2d game engine (Kobold2D), and even
helps you enhance your game's marketability on the App Store. What
you'll learn * The process and best practices of mobile game
development, including sprite batching, texture atlases, parallax
scrolling, touch and accelerometer input. * How to enhance your
games using the Box2D and Chipmunk physics engines and other
cocos2d-related tools and libraries. * How to add UIKit views to
cocos2d and how to add cocos2d to UIKit apps.* The ins and outs of
the Kobold2D development environment for cocos2d and its
preconfigured libraries, including cocos3d and Lua. Who this book
is for The book is aimed at beginning game developers looking for
an easier and even more powerful way to create compelling 2D
graphics using OpenGL and Objective-C. It is assumed that the
reader will have some knowledge of object-oriented programming and
the Apple and iPhone/iPad developer environment. Table of Contents
* Introduction * Getting Started * Essentials * Your First Game *
Game Building Blocks * Sprites In-Depth * Scrolling with Joy *
Shoot em Up * Particle Effects * Working with Tilemaps * Isometric
Tilemaps * Physics Engines * Pinball Game * Game Center * Best
Tools for cocos2D Development * Kobold2D Fundamentals * Out of the
Ordinary
An in-depth analysis of the best video game franchises, characters,
consoles, and computers of the 1980's. Curating the most important
games, including Pac Man, Tetris, Frogger, Outrun, Zelda, Super
Mario, and more, as well as the hardware: the NES, C64, Sega Mega
System, the Amiga 50, and more.
Jump start your Unity game development journey with a detailed
review of a complete, professionally built game using Unity, C#,
and Visual Studio. Gain invaluable experience with code structure,
project structure, centralization of game state data, controlled
initialization of script components, AI opponents, multiple input
sources, player preferences, a full HUD and menu system, music and
sound effects, level/track building, and more. Author Victor Brusca
walks you through the game's code, scripts, and overall structure,
all the while showing you how the code works within the Unity
engine to define a complete, refined game. Starting with game
specifications, the book covers base classes, basic interaction
classes, advanced interaction classes, helper classes, input
classes, and abstraction of raw input. Next, you'll dive into the
menu system and see how a full, complete menu and HUD are coded and
set up in the project through a detailed review of the code and
working examples. Subsequently, you'll gain insight on player and
game state management, and the author will demystify the
component-based structure of Unity games by demonstrating how to
maintain order and centralization. Lastly, you will review
pertinent build and project settings while learning techniques to
profile and check the performance of your games, and tie it all
together by building a new racetrack for the included game project.
On completing this book, you'll have gained experience through the
detailed review of a hover car racing game using C#, Unity Coding,
Visual Studio, Unity C# Project Management, Unity Environment,
Unity Project Management and more. What You Will Learn Understand
Unity project design and implementation with regard to code base
and scene hierarchy/game objects Learn to implement game mechanics
connected to Unity scene game objects with working demonstrations
Review professional topics, such as AI opponents, data persistence,
menu systems, etc., and implement in the included project Create a
complete game from ground up using prefab models and the code
reviewed throughout the text Who This Book Is ForReaders with some
coding experience, an understanding of classes in an OOP language,
and solid experience using the Unity Editor. The code is reviewed
and explained in detail on a class-by-class basis while also
providing an overview of the overall structure of the code base,
project, and scenes.
The Game Maker's Companion is the long-awaited sequel to The Game
Maker's Apprentice. This book picks up where the last book left
off, advancing your game development journey with some seriously
impressive gaming projects. This time you'll learn how to make
professional-quality platform games with solid collision detection
and slick control mechanisms and you'll get acquainted with a
long-lost icon of platform gaming history on the way. You'll go on
to discover techniques to add depth and believability to the
characters and stories in your games, including The Monomyth, cut
scene storyboarding, and character archetypes. This culminates in
the creation of an original atmospheric platform-adventure which
will take your GML programming skills to new heights. There's even
a handy reference section at the back of the book which will be
invaluable for adding common features to your own games. With
contributions from four games industry professionals and a highly
respected member of the Game Maker community, The Game Maker's
Companion is another labor of love that will give you even more
hours of enjoyment than the original. If you already own Game
Maker, then you really must own this book as well.
Learn the fundamentals of networking with Unity and C#. This book
covers a variety of topics, including accessing data using RESTful
APIs, local networked games, and creating multiplayer online games
using client-server architecture. The book provides the basics of
networking, sockets, TCP vs. UDP, client-server architecture,
serialization, RESTful APIs, network latency, and client-side
prediction. Projects are presented to illustrate the concepts,
including a chat client/server overlay for your game, and a 3D maze
game that allows up to four players to connect over the network. By
the end of the book, you will be familiar with low-level networking
concepts such as protocols and architecture as well as high-level
knowledge on how to create applications that use a client/server
architecture for multiplayer games. What You Will Learn Know the
difference between TCP and UDP, and the pros and cons of these
protocols Create client-server multiplayer games in Unity using C#
Receive and process data from a remote server using RESTful APIs
Understand latency and how to mitigate its impact Who This Book Is
For Readers familiar with Unity and C# development who want to
create multiplayer games
Creating games in Flash is a never-ending journey of
exploration, learning, and most of all, fun. Once you've mastered
the basics, a new world is opened up to you, enabling you to take
your existing skills to the next level and discover new skills that
will in turn open new doors. This book is a direct continuation of
Foundation Game Design with Flash, and is a complete point-by-point
roundup of the most important skills a Flash game designer needs to
know. You'll increase your ActionScript knowledge and your game
design skills while creating some excellent example games. You'll
learn advanced collision detection skills; professional AI and
pathfinding; and how to load and save game data, create
destructible environments, and build and switch game levels.Each
chapter highlights a new advanced technique illustrated by
practical examples. Examples of games are given in a variety of
genres, all of which take an object-oriented programming approach.
Advanced game design topics are covered, including vector-based
collision reaction, pathfinding, billiard ball physics, and
modeling game data. What you'll learn How to use vectors to figure
out where objects are going and how they should react to collisions
Pixel-perfect collision detection for irregular shapes using
hitTest and bitmapData How to use design patterns and abstract data
models to manage complex games efficiently How to create advanced
enemy artificial intelligence systems using pathfinding strategies
in grid-based environments How to use XML to load and save game
data How to use sound and music in games and create particle
effects using blitting. Who this book is for
This book is for experienced Flash and ActionScript 3.0
developers who want to take their game design skills to a
professional level. Readers should have a solid background in
object-oriented ActionScript 3.0 programming, and may have
attempted game projects of their own. If you have readFoundation
Game Design with Flash, then this book will be a natural next step
for you. The book covers game design strategies and techniques
common to many game design platformsnot just Flashand will help you
create top-quality games that are quick to build and easy to
maintain. Table of Contents Modeling Game Data Vectors: Ghosts in
the Machine Collisions Between Circles Collisions Between Polygons
Pixel-Perfect Collision and Destructible Environments Explosions,
Blitting, and Optimization Make It Fun Sound, Music, and AI
Tile-Based Game Design Pathfinding XML and External Data
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