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Phaser Game Prototyping: Building 100s of games using Game Prototyping templates in HTML5 and Phaser JavaScript Framework

Phaser Game Prototyping: Building 100s of games using Game Prototyping templates in HTML5 and Phaser JavaScript Framework

          
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About the Book

This workbook is the 3rd edition -- Phaser v2.x.x Game Prototyping is a hands-on guide for making browser games using the official or community editions. You will master those skills and techniques for Phaser by 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. As a reference guide, You'll also download supporting tools to classify the book's snippets and add your own modification. Phaser v2.x.x Game Prototyping is divided into two parts. Part I demonstrates basic game mechanisms and components from the Phaser JavaScript Game Framework using OLOO programming 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, reusable components, and supporting tools to manage further game production. You'll have a game character's visual and meta descriptions, learned how to control your avatar through the keyboard, mouse, or touch-screen interfaces, developed a game environment, created game scene migrations, and furthermore, how to use collision detection within a standard game loops, built dynamic menu response system, to build an interactive game world. 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 will show you opens a pathway to building 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 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. By the end of this workbook, you'll have integrated into your own game designs.


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Product Details
  • ISBN-13: 9781980783930
  • Publisher: Independently Published
  • Publisher Imprint: Independently Published
  • Height: 280 mm
  • No of Pages: 328
  • Spine Width: 22 mm
  • Width: 216 mm
  • ISBN-10: 1980783934
  • Publisher Date: 25 Feb 2017
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Weight: 1055 gr


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