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Books > Computing & IT > Computer programming
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Buildbox 2.x Game Development (Paperback)
Loot Price: R1,203
Discovery Miles 12 030
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Buildbox 2.x Game Development (Paperback)
Expected to ship within 18 - 22 working days
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Build rich, high production value mobile games and distribute them
across different platforms with Buildbox About This Book * Create
captivating 2D & 2.5D (isometric) video games for all platforms
* Leverage Buildbox to monetize and prepare your games for
distribution * This step-by-step tutorial will get you generating
complex and media rich games with no coding experience Who This
Book Is For This book caters to those who have an interest or
desire to create their own mobile games either as a hobbyist or who
are looking to enhance their skills as a professional games
developer. No coding experience is required. What You Will Learn *
Create the illusion of a 3D background in your game using parallax
* Add advanced controls and obstacles to our first world * Develop
assets (graphic and audio) for the Buildbox engine * Design games
based on the capabilities and limitations of Buildbox and their
target platforms * Compile and distribute video games on various
channels such as Steam, iOS store, Android stores, and the Mac App
Store * Optimize your games to get the absolute best quality within
platform restrictions * Conquer common issues experienced with
Buildbox development In Detail Buildbox is an "any skill level"
development platform to develop video games with no coding
experience. It also exports these games to be compiled for any
platform (from Windows to Mac to iOS to Android and Blackberry) all
using the same graphic user interface. Using an example as a
tutorial, we will relate the driving principles and you'll see how
you can implement these principles to develop any games on the
platform. We begin by setting expectations and providing a brief
overview of the software. But it's not long before you "dive in" to
creating your first video game. You will actually have a playable
level ("world") by the end of the second chapter. Later on, you'll
learn everything from basic graphics creation to advanced world
design while you refine your first game, called "Ramblin' Rover."
All along the way, you will see how certain functions could be used
in tandem to create other types of games; hoping to spark
imagination. We will follow the principles and process of
monetization through ads and in-game rewards. Lastly, we will go
through the process of exporting, compiling, and preparing your
storefront to sell the games you will eventually create. Style and
approach This book follows a tutorial-based approach that teaches
through examples, while also providing the necessary principles to
enable you to abstract these principles into any game you want to
make.
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