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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781514620991
Total Pages : 0 pages
Book Rating : 4.6/5 (29 download)

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Book Synopsis The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up by : HobbyPRESS

Download or read book The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up written by HobbyPRESS and published by Createspace Independent Publishing Platform. This book was released on 2015-07-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 Shoot 'Em Up

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781514348925
Total Pages : 0 pages
Book Rating : 4.3/5 (489 download)

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Book Synopsis The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up by : HobbyPress

Download or read book The Game Programming Starter Series: Learn to Write Your First Shoot 'Em Up written by HobbyPress and published by Createspace Independent Publishing Platform. This book was released on 2015-06-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515274407
Total Pages : 94 pages
Book Rating : 4.2/5 (744 download)

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Book Synopsis The Game Programming Starter Series by : Hobbypress

Download or read book The Game Programming Starter Series written by Hobbypress and published by Createspace Independent Publishing Platform. This book was released on 2015-07-30 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

STEM Education Series

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Author :
Publisher :
ISBN 13 :
Total Pages : 54 pages
Book Rating : 4.6/5 (483 download)

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Book Synopsis STEM Education Series by : Chak Tin Yu

Download or read book STEM Education Series written by Chak Tin Yu and published by . This book was released on 2020-05-24 with total page 54 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Construct, 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. 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.

STEM Education Series

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Author :
Publisher :
ISBN 13 :
Total Pages : 64 pages
Book Rating : 4.6/5 (481 download)

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Book Synopsis STEM Education Series by : Chak Tin Yu

Download or read book STEM Education Series written by Chak Tin Yu and published by . This book was released on 2020-05-23 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. 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.

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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515043218
Total Pages : 78 pages
Book Rating : 4.0/5 (432 download)

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

Download or read book The Game Programming Starter Series: Learn to Write a Very Simple Shoot'em Up Using Game Maker Studio written by HobbyPRESS and published by Createspace Independent Publishing Platform. This book was released on 2015-07-18 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

STEM Education Series

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Author :
Publisher :
ISBN 13 :
Total Pages : 70 pages
Book Rating : 4.6/5 (478 download)

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Book Synopsis STEM Education Series by : Chak Tin Yu

Download or read book STEM Education Series written by Chak Tin Yu and published by . This book was released on 2020-05-28 with total page 70 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers Game Maker Studio V2. 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. 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 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.Game Maker Studio is a very special game engine because it is a hybrid drag-and-drop and scripting platform - it does not rely solely on drag drop. There are places where scripting is necessary to get things done. Scripting is more complicated but is way more flexible and powerful. The beautiful thing here is that you do not write script from ground zero to produce a game. You use drag and drop to produce the basic structure of your game, then use very simple scripts to give the finishing touch. Our demo material includes scripts, to show you minimum degree of scripting to achieve our purposes.

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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781514374788
Total Pages : 0 pages
Book Rating : 4.3/5 (747 download)

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Book Synopsis The Game Programming Starter Series: Learn to Write Your First 2-Player Tank Game by : HobbyPress

Download or read book The Game Programming Starter Series: Learn to Write Your First 2-Player Tank Game written by HobbyPress and published by Createspace Independent Publishing Platform. This book was released on 2015-06-19 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Program Arcade Games

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Author :
Publisher : Apress
ISBN 13 : 148421790X
Total Pages : 403 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Program Arcade Games by : Paul Craven

Download or read book Program Arcade Games written by Paul Craven and published by Apress. This book was released on 2015-12-31 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge.

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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781514351000
Total Pages : 0 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis The Game Programming Starter Series: Learn to Write Your First Platformer by : HobbyPress

Download or read book The Game Programming Starter Series: Learn to Write Your First Platformer written by HobbyPress and published by Createspace Independent Publishing Platform. This book was released on 2015-06-16 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 platform 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.

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

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781514621028
Total Pages : 0 pages
Book Rating : 4.6/5 (21 download)

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Book Synopsis The Game Programming Starter Series: Learn to Write Your First Tank Game by : HobbyPRESS

Download or read book The Game Programming Starter Series: Learn to Write Your First Tank Game written by HobbyPRESS and published by Createspace Independent Publishing Platform. This book was released on 2015-07-08 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Professional XNA Game Programming

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470173777
Total Pages : 502 pages
Book Rating : 4.4/5 (71 download)

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Book Synopsis Professional XNA Game Programming by : Benjamin Nitschke

Download or read book Professional XNA Game Programming written by Benjamin Nitschke and published by John Wiley & Sons. This book was released on 2007-05-22 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games. Whether you want to explore new worlds or speed down a city block in a souped up dragster, this book will get you up and running quickly. You'll learn how to implement 3D models, generate huge landscapes, map cool-looking shaders to your 3D objects, and much more. Nitschke also steps you through the development of your first fully functional racing game. You'll then be able to apply this information as you write your own XNA cross-platform games. What you will learn from this book Tricks for managing the game engine and user interface How to program an old school shooter game and space adventure Tips for improving racing game logic and expanding your game ideas Methods for integrating amazing visual effects using advanced shader techniques Steps for adding sound and music with XACT-bringing your game to life How to fine-tune and debug your game for optimal performance Who this book is for This book is for anyone who wants to write their own games for the Xbox 360 or Windows platforms. You should have some experience coding with C# or a similar .NET language. Wrox Professional guides are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.

STEM Education Series

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 80 pages
Book Rating : 4.6/5 (479 download)

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Book Synopsis STEM Education Series by : Chak Tin Yu

Download or read book STEM Education Series written by Chak Tin Yu and published by Independently Published. This book was released on 2020-05-22 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic 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. 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 the creation of a very simple 2d shooter game 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.

The Game Programming Starter Series

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515275053
Total Pages : 0 pages
Book Rating : 4.2/5 (75 download)

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Book Synopsis The Game Programming Starter Series by : HobbyPRESS

Download or read book The Game Programming Starter Series written by HobbyPRESS and published by Createspace Independent Publishing Platform. This book was released on 2015-08 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, 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 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. TOC: LICENSE AGREEMENT 4 LIMITATION OF LIABILITY 5 ABOUT THE STARTER SERIES 6 BASIC REQUIREMENTS 7 LEARNING GOALS 9 THE TARGET PLATFORM 10 TOOLS AND RESOURCES 11 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 14 LESSON 1 CON'T - OBJECT INTERACTION 18 LESSON 1 CON'T - CREATING NEW ACTORS 19 LESSON 1 CON'T - BACKGROUND AND SCROLLING 26 LESSON 1 CON'T - TILESETS 30 LESSON 1 CON'T - FREE ARTWORKS 33 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 34 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 35 LESSON 2 CON'T - SCENE AND BOUNDARIES 38 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 40 LESSON 3 - ACCEPTING USER INPUT 41 LESSON 3 CON'T - PROCESSING USER INPUT 44 LESSON 3 CON'T - BEHAVIORS 48 LESSON 3 CON'T - OBJECT INTERACTIONS 50 LESSON 3 CON'T - PLAYING SOUND EFFECT 56 LESSON 3 CON'T - TESTING & COMPILING THE GAME 60 SAMPLE SET 1 63 SAMPLE SET 2 74 SAMPLE SET 3 78 WHAT IS NEXT? 90

C# Game Programming Cookbook for Unity 3D

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Author :
Publisher : CRC Press
ISBN 13 : 1466581409
Total Pages : 462 pages
Book Rating : 4.4/5 (665 download)

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Book Synopsis C# Game Programming Cookbook for Unity 3D by : Jeff W. Murray

Download or read book C# Game Programming Cookbook for Unity 3D written by Jeff W. Murray and published by CRC Press. This book was released on 2014-06-24 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Accessible, Modular Style of Game Building—Easily Start Making Games with Unity 3D C# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and concepts discussed in the book give you a solid foundation in game development. The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The book also explains scripting of generic, reusable, and common functionality. The remainder of the text adds game-specific code to the framework to create four example games: a top-down arena shooter, a futuristic racing combat game, a tank arena deathmatch game, and a classic arcade-style vertical scrolling shoot ’em up. The games encompass artificial intelligence (path following, target chasing, and line-of-sight patrolling behaviors), game state control, wheel colliders, and weapon inventory management. The example files are available for download on the book’s CRC Press web page. Reducing your recoding, repurposing, or adaptation time, this book provides script-based components that you can use to jump start your own projects. The book’s modular components can be mixed and matched to build various kinds of video games for the Unity game engine.

Classic Game Programming on the NES

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Author :
Publisher : Simon and Schuster
ISBN 13 : 1638355509
Total Pages : 318 pages
Book Rating : 4.6/5 (383 download)

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Book Synopsis Classic Game Programming on the NES by : Tony Cruise

Download or read book Classic Game Programming on the NES written by Tony Cruise and published by Simon and Schuster. This book was released on 2024-07-30 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build your own retro games for the Nintendo Entertainment System. Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how. This all-practical beginner's guide is full of step-by-step guidance on everything from graphics and music, to enemy AI, to the 6502 Assembler language you need to get the most out of the NES. Inside Classic Game Programming on the NES you’ll learn how to: Use the 6502 Assembler language to create your own game Create and display tile and sprite graphics Play sound effects and music Program enemy AI Balance cycle times and memory usage Design and develop your own action game from scratch When you’re developing retro games, it’s dangerous to go alone—so take this essential guide! Classic Game Programming on the NES is an all-in-one handbook to the resources you need to start building for the NES. You’ll learn to understand modern emulators and discover the secrets of programming in ages past. Best of all, you won’t need any specialist experience! Even highly technical elements are broken down into step-by-step instructions, and fully illustrated with easy-to-follow diagrams. Foreword by Philip and Andrew Oliver. About the technology Nintendo Entertainment System (NES) games like Super Mario Bros and The Legend of Zelda shaped the video game industry and defined childhood for millions of gamers worldwide. Bring back the magic by creating your own NES games! All you need is this book and your imagination––no game dev experience or specialist programming skills required. About the book Classic Game Programming on the NES distills the scattered secrets of NES development into clear instructions for building your first games for the Nintendo Entertainment System. You’ll learn about the NES’s unique design, the surprisingly simple 6502 Assembly language, and more. As you go, you’ll create a simple space-based shoot-em-up that gives you a pattern you can follow to build anything you can dream up on your own. What's inside The tools of NES game development Create and display tile and sprite graphics Sound effects and music Program enemy AI About the reader No game programming experience required. About the author Tony Cruise is a legend in the field of retro games. In the 80’s he programmed games for 8-bit systems; now he creates resources for developers working with 8 and 16-bit systems. The technical editor on this book was Dan Weiss. Table of Contents 1 Let’s program games! 2 Getting set up 3 Starting 6502 Assembler 4 Math, loops, conditions, and bits 5 Starting somewhere 6 Starting a game 7 Move and shoot 8 Enemy movement 9 Collision detection 10 Keeping score 11 Player collisions and lives 12 More enemies 13 Animations and more 14 Sound effects 15 Music 16 Where to from here?

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

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Author :
Publisher :
ISBN 13 : 9781515165071
Total Pages : 0 pages
Book Rating : 4.1/5 (65 download)

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

Download or read book The Game Programming Starter Series: Learn to Write a Simple Jump and Run Using Game Maker Studio written by HobbyPRESS and published by . This book was released on 2015-07-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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