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Phaser Game Prototyping

Phaser Game Prototyping PDF Author: Stephen Gose
Publisher:
ISBN: 9781973509332
Category :
Languages : en
Pages : 477

Book Description
Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) and the new version 3.x.x (2018) JavaScript Game Framework. Master the important skills and techniques you need for Phaser version 3 now. 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 Game Prototyping Part I demonstrates basic game mechanisms from the Phaser JavaScript Game Framework using "SCRUM-style sprints". It starts by showing you how you to build game mechanisms in both Phaser v2 and then in Phaser version 3! By the end of Part I, you'll have a complete, fully-functional Game Prototype with 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 v2 and the improved version 3 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 into various game mechanics. What I show you will open the pathway to building a game in 7-days or a month. 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 new Phaser v3 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 v3 in 3D games. You'll discover how to develop games and multi-level isometric scenes using new features in Phaser v3, and existing features in Phaser v2. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills in Phaser v3 and update their skills in version 2. 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. You can begin your current game conversions into Phaser 3 now. Who This Book Is For:Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2 JavaScript skills into the next Phaser version 3 release. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

Phaser Game Prototyping

Phaser Game Prototyping PDF Author: Stephen Gose
Publisher:
ISBN:
Category :
Languages : en
Pages : 403

Book Description
This workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. 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.Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you'll have a complete, fully-functional Game Prototype , reusable components, and the supporting tools to manage further game production. You'll have a game character's visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system, and 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 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 within 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 3D and WebXR games too. You'll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. 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 your skills from Phaser v2.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 comments 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 deployments.

Phaser Game Prototyping

Phaser Game Prototyping PDF Author: Stephen Gose
Publisher:
ISBN: 9781973509332
Category :
Languages : en
Pages : 477

Book Description
Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) and the new version 3.x.x (2018) JavaScript Game Framework. Master the important skills and techniques you need for Phaser version 3 now. 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 Game Prototyping Part I demonstrates basic game mechanisms from the Phaser JavaScript Game Framework using "SCRUM-style sprints". It starts by showing you how you to build game mechanisms in both Phaser v2 and then in Phaser version 3! By the end of Part I, you'll have a complete, fully-functional Game Prototype with 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 v2 and the improved version 3 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 into various game mechanics. What I show you will open the pathway to building a game in 7-days or a month. 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 new Phaser v3 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 v3 in 3D games. You'll discover how to develop games and multi-level isometric scenes using new features in Phaser v3, and existing features in Phaser v2. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills in Phaser v3 and update their skills in version 2. 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. You can begin your current game conversions into Phaser 3 now. Who This Book Is For:Students -- and professionals in -- game development with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of -- Phaser v2 JavaScript skills into the next Phaser version 3 release. If you are interested in making browser games, especially for the mobile market, then Phaser Game Prototyping is a perfect choice.

Phaser III Game Prototyping

Phaser III Game Prototyping PDF Author: Stephen Gose
Publisher:
ISBN: 9781798118757
Category : Computers
Languages : en
Pages : 352

Book Description
This workbook is the new hands-on guide for Game Prototype creations using Micro-services and component object programming with an emphasis on the Phaser III JavaScript Gaming Frameworks. Its examples are from the Phaser's official, v3.15+ JavaScript Game Framework for making online games. It provides Game Recipes(TM) - step-by-step instructions - to master those important skills and techniques you need when working in Phaser III and 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 III Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser3 JavaScript Game Framework using "OLOO" paradigm. It starts by showing you how you to build game mechanisms in Phaser v3.15+ versions! By the end of Part I, you'll have a complete, fully-functional Game Prototypes, reusable components and the supporting tools to manage further bespoke game production. You'll learn about game character's visual and metadata descriptions, how to control your avatar through the keyboard, mouse, or touch-screen interfaces, develop game environments, create scene migrations and then learn how to use physics and collision detection within a single-player game loop, build dynamic menu responses for your interactive game world. Phaser III 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 opens a pathway to construct 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 mazes, 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 newest Phaser3 features, and other fast-paced actions that cover all the popular game perspective of 2.5D gaming. I'll reveal what I'm doing with Phaser in 3D games too. You'll discover how to develop games and multi-level isometric scenes using special Phaser3 features. 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 v3.15+.You'll find detailed working examples on the book's supporting website with dozens of illustrations and many concepts you can freely apply to your own bespoke projects. All the source code annotations enhance the book's explanations. What you'll learn: By the end of this workbook, you'll have integrated into your own bespoke 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 Multi-Player Online Game (MMoG) deployment.

Phaser.js Game Design Workbook

Phaser.js Game Design Workbook PDF Author: Stephen Gose
Publisher: Scribl
ISBN: 1952635012
Category : Business & Economics
Languages : en
Pages : 212

Book Description
This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using phaser.js framework, **you develop your own game** by simply following and translating my easy concepts into your own game design. **When you complete this workbook, unlike other game development books, you will have your own game, not a game of the author's.** For example, if you have never created an online game in html5 and JavaScript, you might like to start with chapters 1 through 3 while a seasoned game developer might like chapters 4, 8, 11 and the appendix. The workbook's **appendix is a resource dictionary with all the open-source free assets on the Internet.** Each chapter guides you in [my decision/design process](http://www.stephen-gose.com) you see why I am choosing various business and software results -- all of this in well-commented source code so you can get it right away. In summary, you complete your own exciting game in your selected genre using the free open source Phaser JavaScript Gaming Framework and other JavaScript tools following this step-by-step workbook. The power of the Phaser JavaScript Framework is yours.

Making Connect 4+ Browser Games

Making Connect 4+ Browser Games PDF Author: Stephen Gose
Publisher:
ISBN:
Category :
Languages : en
Pages : 174

Book Description
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Connect-4+ game (with "tile-matching") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Phaser Game Design Workbook

Phaser Game Design Workbook PDF Author: Stephen Gose
Publisher: LeanPub.com
ISBN: 9781952635021
Category : Business & Economics
Languages : en
Pages : 293

Book Description
This is a different book on game development -- unlike anything you have seen. This is the expanded 5th edition. As I create a generic game in HTML5 with the Phaser.js Gaming Framework (in ES5 and ES6), you'll develop your own bespoke game, by simply following and translating my easy design concepts into your own. When you complete this workbook, unlike other game development books, you will have your own game, not a carbon-copy of the author's.This workbook is divided into three parts of bundled chapters! For example, if you have never created an online game in HTML5 and JavaScript, you might like to start with Part I (Chapters 1 to 3), while a seasoned game developer might dive into Part II (chapters 4 to 8) and then scourer the appendix. The workbook's appendix is a resource dictionary of available books, and open-source FREE assets on the Internet. Each chapter guides you in my development process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source code files (external to the book's content on the supporting website), so you can convert your designs into your production pipeline. - Book Edition 1; released November 7, 2016, for Phaser Official v2.6.2 - Book Edition 2 and 3; Updated 29 November 2017 for Phaser official and Community Edition (CE). - Book Edition 4; released November 24, 2018, for Phaser v2.x.x. - Book Edition 5; released November 29, 2019, for new Component and Aspect-Oriented development with Phaser v2.x.x.In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser JavaScript Gaming Framework, and other JavaScript tools revealed in this workbook following this step-by-step workbook. The power of the Phaser JavaScript Framework is exposed completely for your bespoke development.

Making Match-3 Browser Games

Making Match-3 Browser Games PDF Author: Stephen Gose
Publisher:
ISBN:
Category :
Languages : en
Pages : 168

Book Description
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Match-3" and "Trace-3+" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Match-3 and "Draw-3+" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "tile-matching" games as your imagination can dream of!You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Match-3 and "three-in-a-row+" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Match-3 or Trace-3+ game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Making Multiplayer Online Games

Making Multiplayer Online Games PDF Author: Stephen Gose
Publisher: Scribl
ISBN: 1952635004
Category : Computers
Languages : en
Pages : 302

Book Description
This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

Phaser III Game Design Workbook

Phaser III Game Design Workbook PDF Author: Stephen Gose Phd
Publisher: Createspace Independent Publishing Platform
ISBN: 9781725936270
Category :
Languages : en
Pages : 348

Book Description
This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using Phaser III JavaScript Gaming Framework, you develop your own bespoke game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other browser game development books, you will have your own game, not a carbon-copy of mine.This workbook is divided in three parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 4), while a seasoned game developer might start with Part II (chapters 5 through 10) and scourer the appendix. The workbook's appendix is a resource dictionary choke full of available books, and open-source FREE assets from the Internet. Each chapter guides you in my decisions and design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source-code files in the latest v3.15.x (external to the book's content), so that you can convert these resources into your own production pipeline. In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser III JavaScript Gaming Framework, and other JavaScript tools by following this step-by-step workbook. The power of Phaser JavaScript Framework is exposed for your development. Bonus Content available conveniently in your LeanPub Library or from this book's website.

Game Design Workbook

Game Design Workbook PDF Author: Stephen Gose
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 421

Book Description
This is the first book in the Game Studio series. Learn how to start and manage game software products and projects. This is a different book format from previous editions for Phaser JS Gaming Development -- unlike anything you have seen. It is now a part of the Game Studio Start-up Series leading you into building a secondary source of income from game development and production. As I create a generic game in both Phaser.js v2.x.x and v3.16+ frameworks, you develop your own game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other game development books, you will have your own game, not a carbon-copy of the author's. This workbook is divided in several parts of bundled chapters! For example, if you have never created an online game in HTML5 and "modern" JavaScript, you might like to read the Introduction and Part I (Chapters 1 to 7 ), while a seasoned game developer might start with Part II, III, IV and V (chapters 8 through 14) and scan all the Appendices. If you're a seasoned Business Consultant or Product/Project Manager, I'm certain you'll be interested in the upcoming trends in the gaming industry (Part V "IoT"). The workbook's appendices are a resource dictionary of available books, and FREE open-source assets. Each chapter guides you in my decisions & design processes of "Extreme Programming" project management; you will discover why I chose various business and software outcomes -- all of this, in well-commented source code files in both versions v2.x.x and v3.16+ (external to the book's content and found in supporting website's Library). In summary, you'll complete your own exciting game, in your selected genre, using either free open-source Phaser JavaScript Frameworks v2.x.x or v3.16+, and other "modern" JavaScript tools by following this step-by-step product management workbook. The power of Phaser JavaScript Frameworks are exposed for your product development. Bonus Content available conveniently in this book's website.