Making Phaser 3 Collapsing Blocks Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 149 pages
Book Rating : 4.5/5 (67 download)

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Book Synopsis Making Phaser 3 Collapsing Blocks Browser Games by : Stephen Gose

Download or read book Making Phaser 3 Collapsing Blocks Browser Games written by Stephen Gose and published by . This book was released on 2020-11-18 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser Games with Phaser III Series is a tutorial hands-on guide for creating online games using the latest released Phaser JS Gaming Framework. This tutorial is a single chapter focused on building a Collapsing Blocks game logic and mechanics. It is one chapter in a series of 16+ great classic game mechanics techniques. I decided to sell each chapter separately to cater to client's demands. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Series contains several sections. It starts with a Game Overview into the goals, game ludology, workstation set-up, and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; over the next few days, you have a completed game ready to deploy in the "apps" stores. The second half of this tutorial demonstrates how to integrate several game genres with this simple Collapsing Block game.This particular pamphlet leads you into a Collapsing Block casual game. Then, it integrates the Collapsing Blocks game mechanics into a highly addictive RPG Adventure game of exploration and survival. You need this pamphlet as a foundation to integrate collapsing blocks puzzles into various game genres. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply into your own gaming projects. All the source code annotations 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; - 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 in v3.15+; - 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, plug-ins, and services for v3.15+. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v3.15.x official and community editions. If you are interested in making browser games, especially for the mobile market, then Making Browser Games Series is a perfect choice.

Making Collapsing Block Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 146 pages
Book Rating : 4.6/5 (18 download)

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Book Synopsis Making Collapsing Block Browser Games by : Stephen Gose

Download or read book Making Collapsing Block Browser Games written by Stephen Gose and published by . This book was released on 2017-10-13 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Collapsing Blocks (aka "Same Game") development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Collapsing Block games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of!You'll also get bonus content, download examples, 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.I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. 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 Collapsing Block game (with "flood-fill") - 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.

Creating Collapsing Blocks Browser Games

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Author :
Publisher : LeanPub.com
ISBN 13 : 9781952635380
Total Pages : 0 pages
Book Rating : 4.6/5 (353 download)

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Book Synopsis Creating Collapsing Blocks Browser Games by : Stephen Gose

Download or read book Creating Collapsing Blocks Browser Games written by Stephen Gose and published by LeanPub.com. This book was released on 2014-08-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to create online Collapsing Block games using the methods in this single chapter. When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of! You'll also get bonus content, download examples, 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 this purchased book if you wish to simply copy and publish my version. I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - 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 Construct - either v2 or v3.- How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development!- 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!

Making Multiplayer Online Games

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Author :
Publisher : Scribl
ISBN 13 : 1952635004
Total Pages : 302 pages
Book Rating : 4.9/5 (526 download)

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Book Synopsis Making Multiplayer Online Games by : Stephen Gose

Download or read book Making Multiplayer Online Games written by Stephen Gose and published by Scribl. This book was released on 2016-11-07 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

Building Collapsing Blocks Browser Games

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 0 pages
Book Rating : 4.3/5 (637 download)

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Book Synopsis Building Collapsing Blocks Browser Games by : Stephen Gose

Download or read book Building Collapsing Blocks Browser Games written by Stephen Gose and published by Independently Published. This book was released on 2022-11-14 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to create online Collapsing Block games using the methods in this single chapter from the "Construct Game Starter Kit Collection". When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of! I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - 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. You'll also get bonus content, download examples, 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 this purchased book if you wish to simply copy and publish my version. This extraordinarily comprehensive guide will teach you how to: Use Construct - either v2 or v3. How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development! 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.

Making Browser Games Starter Kit Collection Volume 1

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Author :
Publisher :
ISBN 13 : 9781973375005
Total Pages : 196 pages
Book Rating : 4.3/5 (75 download)

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Book Synopsis Making Browser Games Starter Kit Collection Volume 1 by : Stephen Gose

Download or read book Making Browser Games Starter Kit Collection Volume 1 written by Stephen Gose and published by . This book was released on 2017-11-06 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 is the first of five (5) books of the Making Browser Game Series. This is a collection of 5 popular game mechanics. Each chapter is an easy-to-follow tutorial and hands-on guide for creating online games using either the Phaser versions 2.6.2, or the community released editions. This collection is focused on building Adventure & Mazes for RPG, Collapsing Blocks, Match 3, Memory Match (for both pairs and sequence games), and "Jump-to-Capture" games, logic, and mechanics. It is a starter kit collection of the first five books in a series of 16 great classic game mechanics techniques. You may purchase all five or single individual chapters. All tutorials are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 contains two sections. It starts with an Introduction Game Overview of the goals, game ludology, workstation set-up and generation tools. The second section holds the individual game mechanics tutorials. In a matter of hours, you will have a working game prototype for this game mechanics. All that remains to do is adding your own artwork and additional game features; after a few days, you`ll have a completed game ready to deploy in any "apps" store. You might consider this a joint effort in game creation; I am your game programmer and you are the game designer, artist, and marketer. You`ll find detailed working examples, with dozens of illustrations and many concepts you can freely adopt toward your own gaming projects. All the source code annotations enhance the book`s explanation.

Making Phaser 3 Dress-Up Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 171 pages
Book Rating : 4.5/5 (671 download)

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Book Synopsis Making Phaser 3 Dress-Up Browser Games by : Stephen Gose

Download or read book Making Phaser 3 Dress-Up Browser Games written by Stephen Gose and published by . This book was released on 2020-11-18 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Dress-up Fashions Games with Phaser III Series is a tutorial hands-on guide for creating online games using Phaser v3.15+ released edition. This tutorial is a single chapter focused on building a Dress-up Fashions game logic and mechanics. It is only one chapter in a series of 16+ great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Dress-up Fashions Games is book 3 in this series and contains several sections. It starts with a Game Overview into the goals, game ludology, workstation set-up, and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations 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; - 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 in v3.15+; - 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, plug-ins, and services for v3.15+. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Dress-up Fashions Games, especially for the mobile market, then Making Dress-up Fashions Games Series is a perfect choice.

Making Match-3 Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 168 pages
Book Rating : 4.6/5 (39 download)

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Book Synopsis Making Match-3 Browser Games by : Stephen Gose

Download or read book Making Match-3 Browser Games written by Stephen Gose and published by . This book was released on 2017-08-05 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Match-3" and "Trace-3+" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Match-3 and "Draw-3+" 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 "tile-matching" 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.I would like to guide you in creating several styles of Match-3 and "three-in-a-row+" game mechanics. 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 Match-3 or Trace-3+ 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.

Making Connect 4+ Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 174 pages
Book Rating : 4.6/5 (32 download)

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Book Synopsis Making Connect 4+ Browser Games by : Stephen Gose

Download or read book Making Connect 4+ Browser Games written by Stephen Gose and published by . This book was released on 2017-09 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, 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.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. 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 Connect-4+ game (with "tile-matching") - 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.

Phaser III Game Prototyping

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Author :
Publisher :
ISBN 13 : 9781798118757
Total Pages : 352 pages
Book Rating : 4.1/5 (187 download)

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Book Synopsis Phaser III Game Prototyping by : Stephen Gose

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.

Phaser Game Prototyping

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Author :
Publisher :
ISBN 13 : 9781973509332
Total Pages : 477 pages
Book Rating : 4.5/5 (93 download)

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Book Synopsis Phaser Game Prototyping by : Stephen Gose

Download or read book Phaser Game Prototyping written by Stephen Gose and published by . This book was released on 2017-12-06 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) and the new version 3.x.x (2018) JavaScript Game Framework. Master the important skills and techniques you need for Phaser version 3 now. 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 Game Prototyping Part I demonstrates basic game mechanisms from the Phaser JavaScript Game Framework using "SCRUM-style sprints". It starts by showing you how you to build game mechanisms in both Phaser v2 and then in Phaser version 3! By the end of Part I, you'll have a complete, fully-functional Game Prototype with the supporting tools to manage further game production. You'll have a game character's visual and meta descriptions, learned to control your avatar through the keyboard, mouse, or touch-screen interfaces, developed a game environment, created game scene migrations and then learned how to use collision detection within a standard v2 and the improved version 3 game loops, built dynamic menu response system, to build an interactive game world. Phaser Game Prototyping Part II demonstrates how to connect all your new game prototypes into various game mechanics. What I show you will open the pathway to building a game in 7-days or a month. 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 new Phaser v3 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 v3 in 3D games. You'll discover how to develop games and multi-level isometric scenes using new features in Phaser v3, and existing features in Phaser v2. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills in Phaser v3 and update their skills in version 2. 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 annotations enhance the book's explanation. You can begin your current game conversions into Phaser 3 now. Who This Book Is For:Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2 JavaScript skills into the next Phaser version 3 release. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

Making Match-3 Browser Games with Phaser V2

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Author :
Publisher :
ISBN 13 : 9781549596278
Total Pages : 37 pages
Book Rating : 4.5/5 (962 download)

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Book Synopsis Making Match-3 Browser Games with Phaser V2 by : Stephen Gose

Download or read book Making Match-3 Browser Games with Phaser V2 written by Stephen Gose and published by . This book was released on 2017-08-05 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making Browser Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2, and the community released editions. This tutorial is a single chapter focused on building a match-3 game logic and mechanics. It is one chapter in a series of 12 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Series contains several sections. It start with an Game Overview into the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game mechanics. All that remains is to add your own artwork and additional game features; over the next few days, you have a completed game ready to deploy in the "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply into your own gaming projects. All the source code annotations 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; - 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 in v2; - 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, plug-ins and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For:Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making browser games, especially for the mobile market, then Making Browser Games Series is the perfect choice.

Making Dress-up Browser Games

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Author :
Publisher :
ISBN 13 :
Total Pages : 180 pages
Book Rating : 4.6/5 (8 download)

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Book Synopsis Making Dress-up Browser Games by : Stephen Gose

Download or read book Making Dress-up Browser Games written by Stephen Gose and published by . This book was released on 2016-11-09 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Dress-up and "Fashions" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Dress-up and "Designer Fashions" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial and courses, you will have a production pipeline to create as many different "Fashion" games as your imagination can dream of!You'll also get bonus content, download examples, 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.I would like to guide you in creating several styles of Dress-up game mechanics. We will use the game mechanics, mechanisms and the development methods discussed from Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Fashion Dress-up game - not 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.

Making Multiplayer Online Games

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Author :
Publisher :
ISBN 13 : 9781088683316
Total Pages : 286 pages
Book Rating : 4.6/5 (833 download)

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Book Synopsis Making Multiplayer Online Games by : Stephen Gose

Download or read book Making Multiplayer Online Games written by Stephen Gose and published by . This book was released on 2016-11-07 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: This step-by-step guide represents over 3.5 years of Massive Multi-Player Games (MMoG) research using WebSockets, Block-chain, and WebRTC. It goes beyond the typical fast-food junk deployments found in all other MMoG tutorials & books. This book includes both Phaser v2.x.x & v3.16+ Gaming Frameworks and licenses valued at $192.00. This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND other Gaming Frameworks for the front- and back-end development. It is the Book of 5 Rings - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into massively multiplayer online game creation as a profitable business adventure - none of this theoretical local workstation proof of concept! It uses any popular gaming framework -- not limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017!Part I leads you through the world of networks, business consideration, MMoG analysis and setting up a studio workshop. I have 37 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the undergraduate level.Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and sample code. Part III consists of 3 chapters on production and development for the client-side code, server-side code, and MMoG app code. This content is what your Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your own bespoke MMoG.Part IV features several Tutorial "Walk-Throughs" - Step-by-Step instructions, Gaming Rules, Logic, and using Game Recipes System(TM). The Emancipation Wars is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Your gamers will build armies, hire mercenaries, search out daemonic hordes, conjure magic spells or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. It is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Builds armies, hire mercenaries, search out daemonic hordes, conjure magic spells or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. This game provides your initial Adventurer of Renown characters the best place to earn renown as a military leader of the realm. This game provides your initial "Adventurer of Renown characters" the best place to earn renown as a military leader of the realm. Game Rules, logic, and 4 FREE licenses for MMoG games are included in this book - each license valued at $48 each.

Phaser.js Game Design Workbook

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Author :
Publisher : Scribl
ISBN 13 : 1952635012
Total Pages : 212 pages
Book Rating : 4.9/5 (526 download)

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Book Synopsis Phaser.js Game Design Workbook by : Stephen Gose

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.

Phaser III Game Design Workbook

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781725936270
Total Pages : 348 pages
Book Rating : 4.9/5 (362 download)

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Book Synopsis Phaser III Game Design Workbook by : Stephen Gose Phd

Download or read book Phaser III Game Design Workbook written by Stephen Gose Phd and published by Createspace Independent Publishing Platform. This book was released on 2017-02-14 with total page 348 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 III JavaScript Gaming Framework, you develop your own bespoke game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other browser game development books, you will have your own game, not a carbon-copy of mine.This workbook is divided in three 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 4), while a seasoned game developer might start with Part II (chapters 5 through 10) and scourer the appendix. The workbook's appendix is a resource dictionary choke full of available books, and open-source FREE assets from the Internet. Each chapter guides you in my decisions and 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 in the latest v3.15.x (external to the book's content), so that you can convert these resources into your own production pipeline. In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser III JavaScript Gaming 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.

Autoethnography as Method

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Author :
Publisher : Routledge
ISBN 13 : 1315433354
Total Pages : 216 pages
Book Rating : 4.3/5 (154 download)

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Book Synopsis Autoethnography as Method by : Heewon Chang

Download or read book Autoethnography as Method written by Heewon Chang and published by Routledge. This book was released on 2016-07-01 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: This methods book will guide the reader through the process of conducting and producing an autoethnographic study through the understanding of self, other, and culture. Readers will be encouraged to follow hands-on, though not prescriptive, steps in data collection, analysis, and interpretation with self-reflective prewriting exercises and self-narrative writing exercises to produce their own autoethnographic work. Chang offers a variety of techniques for gathering data on the self—from diaries to culture grams to interviews with others—and shows how to transform this information into a study that looks for the connection with others present in a diverse world. She shows how the autoethnographic process promotes self-reflection, understanding of multicultural others, qualitative inquiry, and narrative writing. Samples of published autoethnographies provide exemplars for the novice researcher to follow.