Designing Arcade Computer Game Graphics


Author: Ari Feldman
Publisher: Wordware
ISBN: 9781556227554
Category: Computers
Page: 514
View: 5117

Continue Reading →

This work focuses on how to create high-quality 2D graphic images and animations for arcade-based games, educational programs and multimedia applications. It also aims to provide insight into basic computer game design from the perspective of a graphic artist.

Make a 2D Arcade Game in a Weekend

With Unity
Author: Jodessiah Sumpter
Publisher: Apress
ISBN: 1484214943
Category: Computers
Page: 159
View: 847

Continue Reading →

Create and complete your first 2D arcade game in Unity. In this book you will learn to create an arcade classic brick breaker game from beginning to end. You will plan the game flow, add the graphics and create the game logic using the C# language, then build the UX to complete your game. By the time you have finished Make a 2D Arcade Game in a Weekend with Unity, you will have enough knowledge to tweak the game to create more levels or your own variant game rules, and you will have the confidence to go on and create your own 2D arcade games. You will also learn how to publish the game into mobile app stores. Unity is a powerful cross platform software tool that allows users to create 2D and 3D apps and games. Learning how to create an arcade classic game is a great way to learn the foundations of game design. While you do need to have a basic understanding of Unity to complete this project, advanced game building or advanced Unity experience is not required. Takes you through building a classic Atari style brick breaker game Provides you the basic knowledge for building games Teaches you how to script and design UI elements of the game

Computer Games

A Bibliography with Indexes
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category: Computers
Page: 157
View: 1170

Continue Reading →

Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Game Mechanics

Advanced Game Design
Author: Ernest Adams,Joris Dormans
Publisher: New Riders
ISBN: 0132946688
Category: Computers
Page: 360
View: 2357

Continue Reading →

This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.

Program Arcade Games

With Python and Pygame
Author: Paul Craven
Publisher: Apress
ISBN: 148421790X
Category: Computers
Page: 392
View: 3231

Continue Reading →

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.

Fundamentals of Network Game Development


Author: Brian Schwab
Publisher: Cengage Learning
ISBN: 1584506253
Category: Computer games
Page: 336
View: 2540

Continue Reading →

Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organ

Beginning Python Games Development, Second Edition

With PyGame
Author: Will McGugan,Harrison Kinsley
Publisher: Apress
ISBN: 1484209702
Category: Computers
Page: 308
View: 5381

Continue Reading →

Beginning Python Games Development, Second Edition teaches you how to create compelling games using Python and the PyGame games development library. It will teach you how to create visuals, do event handling, create 3D games, add media elements, and integrate OpenGL into your Python game. In this update to the first ever book to cover the popular open source PyGame games development library, you'll stand to gain valuable technical insights and follow along with the creation of a real-world, freely downloadable video game. Written by industry veterans and Python experts Will McGugan and Harrison Kinsley, this is a comprehensive, practical introduction to games development in Python. You can also capitalize upon numerous tips and tricks the authors have accumulated over their careers creating games for some of the world's largest game developers.

The Art of Game Design

A Book of Lenses, Second Edition
Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Category: Computers
Page: 600
View: 3982

Continue Reading →

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

The Video Games Guide

1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed.
Author: Matt Fox
Publisher: McFarland
ISBN: 078647257X
Category: Games
Page: 416
View: 7393

Continue Reading →

"The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review of the game itself"--Provided by publisher.

Artcade

The Book of Classic Arcade Game Artwork
Author: Tim Nicholls,Sam Dyer
Publisher: Bitmap Books Limited
ISBN: 9780993012976
Category: Art
Page: 324
View: 2920

Continue Reading →

Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.

Embedded SoPC Design with Nios II Processor and VHDL Examples


Author: Pong P. Chu
Publisher: John Wiley & Sons
ISBN: 1118146506
Category: Technology & Engineering
Page: 736
View: 408

Continue Reading →

The book is divided into four major parts. Part I covers HDL constructs and synthesis of basic digital circuits. Part II provides an overview of embedded software development with the emphasis on low-level I/O access and drivers. Part III demonstrates the design and development of hardware and software for several complex I/O peripherals, including PS2 keyboard and mouse, a graphic video controller, an audio codec, and an SD (secure digital) card. Part IV provides three case studies of the integration of hardware accelerators, including a custom GCD (greatest common divisor) circuit, a Mandelbrot set fractal circuit, and an audio synthesizer based on DDFS (direct digital frequency synthesis) methodology. The book utilizes FPGA devices, Nios II soft-core processor, and development platform from Altera Co., which is one of the two main FPGA manufactures. Altera has a generous university program that provides free software and discounted prototyping boards for educational institutions (details at http://www.altera.com/university). The two main educational prototyping boards are known as DE1 ($99) and DE2 ($269). All experiments can be implemented and tested with these boards. A board combined with this book becomes a “turn-key” solution for the SoPC design experiments and projects. Most HDL and C codes in the book are device independent and can be adapted by other prototyping boards as long as a board has similar I/O configuration.

Arcade Mania!

The Turbo-charged World of Japan's Game Centers
Author: Brian Ashcraft,Jean Snow
Publisher: Kodansha Amer Incorporated
ISBN: N.A
Category: Games & Activities
Page: 190
View: 7701

Continue Reading →

Home of Sega, Nintendo and Sony, Japan has a unique and powerful presence in the world of video games. This book introduces overseas readers to the world of the Japanese gemu senta. It deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games and fighting games. Home of Sega, Nintendo and Sony, Japan has a unique and powerful presence in the world of video games. Another thing that makes Japan unique in the gaming world is the prevalence of game arcades - there are 9,500 'game centres'

Game Programming

The L Line, The Express Line to Learning
Author: Andy Harris
Publisher: John Wiley & Sons
ISBN: 0470068221
Category: Computers
Page: 570
View: 6216

Continue Reading →

Provides information on creating a computer game using object-oriented programming with Python.

iOS Game Development

Developing Games for iPad, iPhone, and iPod Touch
Author: Thomas Lucka
Publisher: CRC Press
ISBN: 1466569956
Category: Computers
Page: 394
View: 1747

Continue Reading →

To create successful games for the iPhone family of mobile devices, developers need to know how touch-input, real-time graphics, and sound come together in the iOS environment. iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch takes you from the basics of app coding to releasing and marketing your game on the App Store. The book offers a wealth of previously unpublished information about the iOS platform. The text focuses on the concrete requirements of game developers, presenting in-depth details on each step in the mobile game development process. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It also covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine. To better understand the explanations, the author encourages you to access more than 30 iOS example apps from his website. Each app represents a small piece of the complex field of game development in a straightforward manner. The apps can be run on any device in the iPhone family and have been extensively tested with various iOS versions. Suitable for both newcomers and more advanced developers, this color book helps you get started with iOS game development. By following the book’s clear descriptions and example programs, you will understand how to implement the fundamentals in smaller game projects and be able to create your first game for the App Store.

Advanced Java Game Programming


Author: David Wallace Croft
Publisher: Apress
ISBN: 1590591232
Category: Computers
Page: 584
View: 2968

Continue Reading →

Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers. David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library—a Swing animation engine that allows developers to use these techniques and put out new games very rapidly. The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games. Table of Contents Development Setup Deployment Frameworks Swing Animation Animation Library Advanced Graphics Persistent Data Game Architecture A* Algorithm HTTP Tunneling HTTP Polling HTTP Pulling

Game Design Foundations


Author: Roger E. Pedersen
Publisher: Wordware Publishing, Inc.
ISBN: 1556229739
Category: Computers
Page: 378
View: 8562

Continue Reading →

Targeted for beginner to intermediate game designers, this handbook has step-by-step, easy-to-follow instructions on how to express concepts into a real game.

Retro Game Programming

Unleashed for the Masses
Author: Earl J. Carey
Publisher: Cengage Learning
ISBN: 9781592009077
Category: Computer games
Page: 309
View: 8168

Continue Reading →

Annotation "Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to today's realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programming?by mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of today's computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software. What better way to accomplish that task than to start at the beginning?with the games that launched the video game craze!