The Game Programming Starter Series: Learn to Write a Mobile Racecar Game Using Construct2


Book Description

Using Construct 2, you will learn how to make a basic racecar game with this book and the free resources that come with it.Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines.This book focuses on mobile game creation. The goal is to use HTML5 to build a mobile phone compatible web app with support for motion control. The game we are about to build can take input from keyboard (desktop) and motion control (mobile device).We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.TOC:LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 7THE TARGET PLATFORM 8TOOLS AND RESOURCES 9LESSON 1 - THE CONCEPT OF OBJECTS 12LESSON 2 - THE CONCEPT OF ON-SCREEN COORDINATES 16LESSON 2 CON'T - LAYOUT AND LAYERS 21LESSON 2 CON'T - PROPER SCREEN SIZING 23LESSON 2 CON'T - LAYOUT AND LAYERS 25LESSON 3 - ACCEPTING USER INPUT 28LESSON 3 CON'T - ABOUT THE EVENT SHEET 31LESSON 3 CON'T - PROCESSING USER INPUT 33LESSON 3 CON'T - PROCESSING TOUCH INPUT 37LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 40LESSON 5 - SYSTEM TIMING 44LESSON 6 - RACE CAR MOVEMENT, LAYER PARALLAX AND OBJECT'S SCROLL TO BEHAVIOR 47WALKING THROUGH THE SAMPLE AND EXERCISE SET 51WHAT IS NEXT? 65




The Game Programming Starter Series: Learn to Write a Simple Jump and Run Using Game Maker Studio


Book Description

This book covers Game Maker Studio 1. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines.This book focuses on simple jump and run game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick.We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.TOC:LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 8THE TARGET PLATFORM 9TOOLS AND RESOURCES 10LESSON 1 - THE CONCEPT OF OBJECTS 13LESSON 1 - CREATING NEW OBJECTS 15LESSON 1 CON'T - BACKGROUND IMAGE 20LESSON 1 CON'T - FREE ARTWORKS 24LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38LESSON 3 - ACCEPTING USER INPUT 40LESSON 3 CON'T - PROCESSING USER INPUT 42SAMPLE SET 1 48SAMPLE SET 2 49LESSON 4 - THE CONCEPT OF COLLISION MASK 52LESSON 5 - MANIPULATING OBJECT MOVEMENT, GRAVITY AND POSITION 56LESSON 6 - SOUND EFFECT IN ACTION 66LESSON 7 - ANIMATION SEQUENCE 68LESSON 8 - COLLISIONS DETECTION IN-DEPTH 70WHAT IS NEXT? 74




The Game Programming Starter Series: Learn to Write a Very Simple Shoot'em Up Using Game Maker Studio


Book Description

This book covers Game Maker Studio 1. Using GM Studio, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on simple shoot-them-up game creation using Game Maker Studio. This is an easy-read that tries to get you started real quick. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. Book TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS 13 LESSON 1 - CREATING NEW OBJECTS 15 LESSON 1 CON'T - BACKGROUND IMAGE 20 LESSON 1 CON'T - FREE ARTWORKS 24 LESSON 1 CON'T - EDITING IMPORTED ARTWORKS 25 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 28 LESSON 2 CON'T - ROOM, VIEW AND VIEW PORT 32 LESSON 2 CON'T - RESTRICTING OBJECT MOVEMENT 38 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 42 SAMPLE SET 1 48 SAMPLE SET 2 49 LESSON 4 - THE CONCEPT OF COLLISION MASK 52 LESSON 5 - MANIPULATING OBJECT MOVEMENT AND POSITION 55 LESSON 6 - MORE SCROLLING EFFECTS 62 LESSON 7 - MORE SCROLLING OBJECTS AND COLLISIONS 65 LESSON 8 - SHOOTING ACTIONS 68 WHAT IS NEXT? 74




The Game Programming Starter Series: Learn to Write Your First Tank Game


Book Description

Using Construct 2, you will learn how to make a basic tank game with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on tank game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 7 THE TARGET PLATFORM 8 TOOLS AND RESOURCES 9 LESSON 1 - THE CONCEPT OF OBJECTS 12 LESSON 2 - THE CONCEPT OF ON-SCREEN COORDINATES 16 LESSON 2 CON'T - LAYOUT AND LAYERS 21 LESSON 3 - ACCEPTING USER INPUT 25 LESSON 3 CON'T - ABOUT THE EVENT SHEET 28 LESSON 3 CON'T - PROCESSING USER INPUT 30 LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 37 LESSON 5 - SPAWNING NEW OBJECTS 41 LESSON 6 - USING RANDOM FUNCTION 46 LESSON 7 - CONFIGURING BULLET MOVEMENT 48 LESSON 8 - USING DELAY TIMER 50 WALKING THROUGH THE SAMPLE AND EXERCISE SET 52 WHAT IS NEXT? 66




The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up


Book Description

Using Construct 2, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 7 THE TARGET PLATFORM 8 TOOLS AND RESOURCES 9 LESSON 1 - THE CONCEPT OF OBJECTS 12 LESSON 2 - THE CONCEPT OF ON-SCREEN COORDINATES 16 LESSON 2 CON'T - LAYOUT AND LAYERS 21 LESSON 3 - ACCEPTING USER INPUT 25 LESSON 3 CON'T - ABOUT THE EVENT SHEET 28 LESSON 3 CON'T - PROCESSING USER INPUT 30 LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 37 LESSON 5 - SPAWNING NEW OBJECTS 41 LESSON 6 - USING RANDOM FUNCTION 46 LESSON 7 - CONFIGURING BULLET MOVEMENT 48 WALKING THROUGH THE SAMPLE AND EXERCISE SET 50 WHAT IS NEXT? 63




The Game Programming Starter Series: Learn to Write Your First 2-Player Tank Game


Book Description

Using Clickteam Fusion, you will learn how to make a basic tank game with this book and the free resources that come with it.Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines.This book focuses on 2-player tank game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary.TOC:LICENSE AGREEMENT 3LIMITATION OF LIABILITY 4ABOUT THE STARTER SERIES 5BASIC REQUIREMENTS 6LEARNING GOALS 7THE TARGET PLATFORM 8TOOLS AND RESOURCES 9LESSON 1 - THE CONCEPT OF OBJECTS 13LESSON 2 - THE CONCEPT OF SCREEN COORDINATES 17LESSON 3 - ACCEPTING USER INPUT 24LESSON 3 CON'T - ABOUT THE EVENT EDITOR 28LESSON 3 CON'T - PROCESSING USER INPUT 32LESSON 3 CON'T - MORE ABOUT THE EVENT EDITOR 36LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 40WALKING THROUGH EXERCISE SET 1 50LESSON 5 - PATH MOVEMENT 59LESSON 6 - MANIPULATING OTHER OBJECTS 62LESSON 6 CON'T - RELATIVE POSITIONING 67LESSON 6 CON'T - STORYBOARD CONTROL 70WALKING THROUGH EXERCISE SET 2 71LESSON 7 - SPRITES AND ANIMATION SEQUENCES 72WALKING THROUGH EXERCISE SET 3 78LESSON 8 AND EXERCISE SET 4 79ADDING SOUND EFFECTS AND MUSIC 84WHAT IS NEXT? 85




Unreal Development Kit Game Programming with Unrealscript


Book Description

This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects.




Beginning Mobile Phone Game Programming


Book Description

Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres.




The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up


Book Description

Using Clickteam Fusion, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. You need to be computer literate. You should know how to use Windows (Windows XP, Windows 7, Windows 8 ...etc). And you should have a reasonably configured computer system. A dual core processor with 2GB+ of RAM, several GBs of free drive space that hold the resource files, and an active internet connection are all necessary. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 7 THE TARGET PLATFORM 8 TOOLS AND RESOURCES 9 LESSON 1 - THE CONCEPT OF OBJECTS 14 LESSON 2 - THE CONCEPT OF SCREEN COORDINATES 17 LESSON 3 - ACCEPTING USER INPUT 24 LESSON 3 CON'T - ABOUT THE EVENT EDITOR 27 LESSON 3 CON'T - PROCESSING USER INPUT 30 LESSON 3 CON'T - MORE ABOUT THE EVENT EDITOR 33 LESSON 4 - THE CONCEPT OF COLLISION AND BOUNDARIES 37 WALKING THROUGH EXERCISE SET 1 44 LESSON 5 - MANIPULATING OBJECTS 54 LESSON 6 - SPRITES AND ANIMATION SEQUENCES 57 WALKING THROUGH EXERCISE SET 2 60 LESSON 7 AND EXERCISE SET 3 65 LESSON 8 AND EXERCISE SET 4 70 ADDING SOUND EFFECTS AND MUSIC 78 WHAT IS NEXT? 79




The Game Programming Starter Series


Book Description

Using Stencyl, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. Book TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 13 LESSON 1 CON'T - OBJECT INTERACTION 17 LESSON 1 CON'T - CREATING NEW ACTORS 18 LESSON 1 CON'T - BACKGROUND AND SCROLLING 25 LESSON 1 CON'T - TILESETS 29 LESSON 1 CON'T - FREE ARTWORKS 32 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 33 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 34 LESSON 2 CON'T - SCENE AND BOUNDARIES 37 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 39 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 43 LESSON 3 CON'T - BEHAVIORS 47 LESSON 3 CON'T - OBJECT INTERACTIONS 49 SAMPLE SET 1 54 SAMPLE SET 2 67 SAMPLE SET 3 75 WHAT IS NEXT? 86