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E-raamat: HTML5 Game Development from the Ground Up with Construct 2

(James Cook University, Singapore)
  • Formaat: 266 pages
  • Ilmumisaeg: 27-Mar-2014
  • Kirjastus: Apple Academic Press Inc.
  • Keel: eng
  • ISBN-13: 9781040074183
  • Formaat - EPUB+DRM
  • Hind: 61,09 €*
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  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 266 pages
  • Ilmumisaeg: 27-Mar-2014
  • Kirjastus: Apple Academic Press Inc.
  • Keel: eng
  • ISBN-13: 9781040074183

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Dillon, an associate professor of game design and project management at James Cook University, instructs the reader on how to use the HTML-5 based game engine Construct2 to develop two dimensional games for a variety of platforms. Intended for beginners and needing no specific programming knowledge, the book covers game design theory and concepts, and instructs the reader on how to design games using the Construct2 engine for several platforms. The book combines a hands-on approach with the theoretical game design and analysis theory that developers need to create games for platforms such as Facebook, iOS, Android, and many web-based environments. Annotation ©2014 Ringgold, Inc., Portland, OR (protoview.com)

Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author’s research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions.

The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format.

The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game—the author’s own published game, Turky on the Run.

Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author’s website.

Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

Foreword, xi
Preface, xiii
Acknowledgments, xv
About the Author, xvii
About the Book, xix
Chapter 1 HTML5 And Construct 2 1(12)
Take Away
11(2)
Chapter 2 Understanding How Games Work 13(18)
Take Away
29(1)
Exercise
30(1)
Chapter 3 About Games And Ideas: Dream vs. Reality 31(10)
Take Away
40(1)
Chapter 4 Game Design Documentation For Indies 41(6)
Take Away
46(1)
Exercise
46(1)
Chapter 5 Moon Wolf, A Space Arcade Game 47(6)
5.1 Solar Fox: Analysis
47(3)
5.2 Moon Wolf: Design
50(2)
Take Away
52(1)
Chapter 6 Moon Wolf Development 53(42)
6.1 Getting Started
53(12)
6.2 Adding Cells And A Scoring System
65(7)
6.3 Speeding Up
72(10)
6.4 Adding Enemies And A Basic Game Loop
82(11)
Take Away
93(1)
Exercise
93(2)
Chapter 7 Kitty & Katty, A Platformer 95(6)
7.1 Donkey Kong: Analysis
95(1)
7.2 Kitty & Katty: Design
96(3)
Take Away
99(2)
Chapter 8 Kitty & Katty Development 101(36)
8.1 Game Structure
101(9)
8.2 Background And Platforms
110(4)
8.3 Kitty, Katty, And The Player
114(9)
8.4 Rescuing Our Pets Amidst Falling Boulders
123(7)
8.5 The High Score Table
130(4)
Take Away
134(1)
Exercises
134(3)
Chapter 9 Turky On The Run, A Puzzle Game 137(6)
9.1 Loco-Motion: Analysis
137(1)
9.2 Turky On The Run: Design
138(3)
Take Away
141(2)
Chapter 10 Turky On The Run Development 143(44)
10.1 Layout And Shuffling
144(6)
10.2 Moving Tiles
150(6)
10.3 Turky: Placement And Movement
156(12)
10.4 Sly, Foxy, And Otto
168(8)
10.5 Timer And Bonus Items
176(10)
Take Away
186(1)
Exercises
186(1)
Chapter 11 The Journey Ahead 187(12)
11.1 Pathfinding
187(4)
11.2 Sprite Fonts
191(2)
11.3 Shaders (Effects)
193(2)
11.4 Source Control
195(1)
11.5 Performance Tips
196(3)
Chapter 12 Deployment And Monetization 199(34)
12.1 Web Portals
201(11)
12.2 Chrome Web Store And Mozilla Marketplace
212(2)
12.3 Facebook
214(2)
12.4 Windows 8 Metro
216(2)
12.5 Windows, OSX, And Linux
218(4)
12.6 Blackberry 10
222(5)
12.7 Tizen
227(1)
12.8 iOS and Android
228(5)
Appendix A: Resources For Indies, 233(4)
Appendix B: Selected Bibliography For Further Study, 237(2)
Index, 239
Roberto Dillon