Phaser Game Prototyping: Building 100s of games using HTML5 and Phaser v2.x.x JavaScript Framework (new revised and expanded 4th Edition)

Author:   Stephen Gose
Publisher:   Independently Published
Volume:   2
ISBN:  

9781794181014


Pages:   388
Publication Date:   16 December 2016
Format:   Paperback
Availability:   In stock   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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Phaser Game Prototyping: Building 100s of games using HTML5 and Phaser v2.x.x JavaScript Framework (new revised and expanded 4th Edition)


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Overview

This workbook is the new edition 4 -- a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x and other JavaScript Gaming Frameworks. Phaser v2.x.x Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Framework. Master the important skills and techniques you need for Phaser 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 v2.x.x Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser JavaScript Game Framework using OLOO paradigm. It starts by showing you how you to build game mechanisms in both Phaser v2.x.x versions! By the end of Part I, you'll have a complete, fully-functional Game Prototype and reusable components and 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 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 and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you will open the pathway to building a game 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 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 Phaser 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 and 3D games too. You'll discover how to develop games and multi-level isometric scenes using existing features in Phaser v2.x.x. 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 2.x.x.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. 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;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 online game deployment

Full Product Details

Author:   Stephen Gose
Publisher:   Independently Published
Imprint:   Independently Published
Volume:   2
Dimensions:   Width: 21.60cm , Height: 2.60cm , Length: 27.90cm
Weight:   1.243kg
ISBN:  

9781794181014


ISBN 10:   1794181016
Pages:   388
Publication Date:   16 December 2016
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   In stock   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

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