Make a 2D Arcade Game in a Weekend

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

Practical GameMaker: Studio

Language Projects
Author: Ben Tyers
Publisher: Apress
ISBN: 148422373X
Category: Computers
Page: 313
View: 5106

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Gain the skills required to create fun and compelling games using GameMaker: Studio, and its GML programming language. In this full-color book you’ll learn 24 practical programming elements that are important when creating any game. Each section includes an introduction to a new programming element, some examples, a worksheet, and mini projects to allow you to test your new knowledge. After completing all elements, you will put into action what you have learned in a classic arcade style game. In Practical GameMaker: Studio, you will create a fully featured game, with guidance and in color. After each section you’ll see how you’ll apply what you’ve learned to the final game, and discover additional projects to try. These mini projects include a separate scoring guide, and a working example for each, which is useful if you’re using this book in an educational environment. Similarly, the book also contains a number of assignments, which you may include as part of any associated coursework in your classes. What You Will Learn Use GameMaker: Studio and GameMaker Language (GML) to create games Work with GML variables, conditionals, drawing, keyport I/O, objects, and events Create GML sprites, health/lives, alarms, collisions, and rooms Improve your game with GML backgrounds, sound and music, splash screens and menus, and effects“/li> Include GML random and AI movements in your game Use GML loops, arrays, ds_lists, paths, and scripts Who This Book Is For Experienced game developers new to GameMaker or for those with at least some prior exposure or experience with GameMaker: Studio but who are new to GML.

Up and Running with C++


Author: Jan Graba
Publisher: Springer Science & Business Media
ISBN: 1447134338
Category: Computers
Page: 304
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Up and Running with C++ provides readers with a quick guide to the fundamental concepts of object orientation (O-O) and their implementation in C++. Written in a user-friendly style, no prior knowledge of C or C++ is assumed. The book introduces the concepts and terminology of object-orientation using a step-by-step approach and shows how to implement the central concepts of O-O in C++. The building blocks of the C++ language are clearly presented with numerous examples that will give readers practice in writing applications. The book avoids excessive technical detail and will be ideal for programmers and students who need an easy-to-understand, comprehensive introduction to C++.

The Game Jam Survival Guide


Author: Christer Kaitila
Publisher: Packt Publishing Ltd
ISBN: 1849692513
Category: Computers
Page: 114
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The Game Jam Survival Guide is an insider view of game jams packed full of expert advice; leading with tips and tricks on how to build a great game with just 48 hours; but clearly defining what should be avoided at all costs during Game Jam mayhem. The reader is led through each half-day phase; from the beginning of your quest in hours 1-12 to breaking through "the wall" on day two and finally reaching the finishing line in hours 37-48. Although the book is intended for beginners and experts alike, the reader will already know how to program (in any language). He or she will love games and want to learn how to best make their own game in a wild and crazy 48-hour period.

Retro Gaming Hacks

Tips & Tools for Playing the Classics
Author: Chris Kohler
Publisher: "O'Reilly Media, Inc."
ISBN: 1449303900
Category: Games & Activities
Page: 504
View: 8975

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Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.

The Game Maker's Apprentice

Game Development for Beginners
Author: Jacob Habgood,Mark Overmars
Publisher: Apress
ISBN: 1430201592
Category: Computers
Page: 311
View: 2300

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The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.

How to Become a Video Game Artist


Author: Sam Kennedy
Publisher: Watson-Guptill
ISBN: 0823008096
Category: Art
Page: 160
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Draws on interviews with leading professionals to provide a crash course in the different skills video game artists need, in a work that features screenshots from popular games, step-by-step game art lessons, and portfolio samples.

Python Crash Course

A Hands-On, Project-Based Introduction to Programming
Author: Eric Matthes
Publisher: No Starch Press
ISBN: 1593277393
Category: Computers
Page: 560
View: 6759

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Python Crash Course is a fast-paced, thorough introduction to Python that will have you writing programs, solving problems, and making things that work in no time. In the first half of the book, you’ll learn about basic programming concepts, such as lists, dictionaries, classes, and loops, and practice writing clean and readable code with exercises for each topic. You’ll also learn how to make your programs interactive and how to test your code safely before adding it to a project. In the second half of the book, you’ll put your new knowledge into practice with three substantial projects: a Space Invaders–inspired arcade game, data visualizations with Python’s super-handy libraries, and a simple web app you can deploy online. As you work through Python Crash Course you’ll learn how to: –Use powerful Python libraries and tools, including matplotlib, NumPy, and Pygal –Make 2D games that respond to keypresses and mouse clicks, and that grow more difficult as the game progresses –Work with data to generate interactive visualizations –Create and customize Web apps and deploy them safely online –Deal with mistakes and errors so you can solve your own programming problems If you’ve been thinking seriously about digging into programming, Python Crash Course will get you up to speed and have you writing real programs fast. Why wait any longer? Start your engines and code! Uses Python 2 and 3

The Secret History of Mac Gaming


Author: Richard Moss
Publisher: Unbound Publishing
ISBN: 1783524871
Category: Computers
Page: 416
View: 893

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The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.

Scott on Multimedia Law


Author: Michael D. Scott
Publisher: Aspen Publishers Online
ISBN: 9780735575516
Category: Law
Page: 1804
View: 4500

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As technologies advance and media platforms proliferate, attorneys must be able to guide clients across the multimedia landscape, helping them to avoid pitfalls while maximizing the value of intellectual property. Scott on Multimedia Law, Third Edition is the one completely current resource that can take you from start to finish throughout the complex multimedia arena. Based on years of professional experience, the author combines reliable analysis of the substantive law with practical, how-to advice, including insightful discussions of key topics and analysis of various trends and practices in multimedia law. The new and updated Scott on Multimedia Law, Third Edition immediately enables you to: Fully account for every intellectual property dimension of multimedia law, including: trademark, copyright, moral rights, international aspects, patents, trade names and trade secrets Provide reliable advice on the licensing of every type of content, including video, videogames, text, still images, digital images, music, performance, and more Follow all the necessary steps to clear rights Enter into effective agreements with vendors and distribution partners Anticipate the relevance of tort, privacy, and publicity law in order to prevent third party claims from interfering with the commercialization of your clientand’s products Draft effective employment, development, and distribution agreements Work competently with guilds, unions, and trade associationsand—including the writersand’ guild, directorsand’ guild, and animatorsand’ guild And more Scott on Multimedia Law, Third Edition includes more than 60 forms covering numerous transactions across a wide variety of media. The accompanying CD-ROM contains electronic versions of the forms, making it simple to use or adapt them for your own practice. This highly practical addition enables you to immediately support the widest variety of client needsand—and save time throughout all stages of bringing multimedia products to market.

Game Development and Production


Author: Erik Bethke
Publisher: Wordware Publishing, Inc.
ISBN: 1556229518
Category: Computers
Page: 412
View: 4179

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A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.

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: 6299

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"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.

Trigger Happy


Author: Steven Poole
Publisher: Skyhorse Publishing, Inc.
ISBN: 162872224X
Category: Games & Activities
Page: 999
View: 4304

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The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Foundation Game Design with Flash


Author: Rex van der Spuy
Publisher: Apress
ISBN: 1430218223
Category: Computers
Page: 650
View: 7104

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We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with Flash is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this book is for you. Focused and friendly introduction to designing games with Flash and ActionScript Five detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters

The Circle


Author: Dave Eggers
Publisher: Vintage
ISBN: 0385351402
Category: Fiction
Page: 504
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Now a Major Motion Picture starring Emma Watson and Tom Hanks. A bestselling dystopian novel that tackles surveillance, privacy and the frightening intrusions of technology in our lives. When Mae Holland is hired to work for the Circle, the world’s most powerful internet company, she feels she’s been given the opportunity of a lifetime. The Circle, run out of a sprawling California campus, links users’ personal emails, social media, banking, and purchasing with their universal operating system, resulting in one online identity and a new age of civility and transparency. As Mae tours the open-plan office spaces, the towering glass dining facilities, the cozy dorms for those who spend nights at work, she is thrilled with the company’s modernity and activity. There are parties that last through the night, there are famous musicians playing on the lawn, there are athletic activities and clubs and brunches, and even an aquarium of rare fish retrieved from the Marianas Trench by the CEO. Mae can’t believe her luck, her great fortune to work for the most influential company in the world—even as life beyond the campus grows distant, even as a strange encounter with a colleague leaves her shaken, even as her role at the Circle becomes increasingly public. What begins as the captivating story of one woman’s ambition and idealism soon becomes a heart-racing novel of suspense, raising questions about memory, history, privacy, democracy, and the limits of human knowledge.

The Untold History of Japanese Game Developers Volume 2

Monochrome
Author: John Szczepaniak
Publisher: Createspace Independent Publishing Platform
ISBN: 9781518655319
Category:
Page: 396
View: 2793

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Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Understanding Video Games

The Essential Introduction
Author: Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca
Publisher: Routledge
ISBN: 1317533127
Category: Games
Page: 286
View: 6121

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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Learn Unity3D Programming with UnityScript

Unity's JavaScript for Beginners
Author: Janine Suvak
Publisher: Apress
ISBN: 1430265876
Category: Computers
Page: 424
View: 4172

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Learn Unity Programming with UnityScript is your step-by-step guide to learning to make your first Unity games using UnityScript. You will move from point-and-click components to fully customized features. You need no prior programming knowledge or any experience with other design tools such as PhotoShop or Illustrator - you can start from scratch making Unity games with what you'll learn in this book. Through hands-on examples of common game patterns, you'll learn and apply the basics of game logic and design. You will gradually become comfortable with UnityScript syntax, at each point having everything explained to you clearly and concisely. Many beginner programming books refer to documentation that is too technically abstract for a beginner to use - Learn Unity Programming with UnityScript will teach you how to read and utilize those resources to hone your skills, and rapidly increase your knowledge in Unity game development. You'll learn about animation, sound, physics, how to handle user interaction and so much more. Janine Suvak has won awards for her game development and is ready to show you how to start your journey as a game developer. The Unity3D game engine is flexible, cross-platform, and a great place to start your game development adventure, and UnityScript was made for it - so get started game programming with this book today.

Game Programming Patterns


Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category: Computers
Page: 354
View: 2720

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.