Buildbox 2.x Game Development

Buildbox 2.x Game Development
Title Buildbox 2.x Game Development PDF eBook
Author Ty Audronis
Publisher Packt Publishing Ltd
Pages 308
Release 2016-09-30
Genre Computers
ISBN 1786462486

Download Buildbox 2.x Game Development Book in PDF, Epub and Kindle

Build rich, high production value mobile games and distribute them across different platforms with Buildbox About This Book Create captivating 2D & 2.5D (isometric) video games for all platforms Leverage Buildbox to monetize and prepare your games for distribution This step-by-step tutorial will get you generating complex and media rich games with no coding experience Who This Book Is For This book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required. What You Will Learn Create the illusion of a 3D background in your game using parallax Add advanced controls and obstacles to our first world Develop assets (graphic and audio) for the Buildbox engine Design games based on the capabilities and limitations of Buildbox and their target platforms Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App Store Optimize your games to get the absolute best quality within platform restrictions Conquer common issues experienced with Buildbox development In Detail Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface. Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter. Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin' Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards. Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create. Style and approach This book follows a tutorial-based approach that teaches through examples, while also providing the necessary principles to enable you to abstract these principles into any game you want to make.

Creating Mobile Apps with Xamarin.Forms Preview Edition 2

Creating Mobile Apps with Xamarin.Forms Preview Edition 2
Title Creating Mobile Apps with Xamarin.Forms Preview Edition 2 PDF eBook
Author Charles Petzold
Publisher Microsoft Press
Pages 1103
Release 2015-04-11
Genre Computers
ISBN 073569737X

Download Creating Mobile Apps with Xamarin.Forms Preview Edition 2 Book in PDF, Epub and Kindle

This second Preview Edition ebook, now with 16 chapters, is about writing applications for Xamarin.Forms, the new mobile development platform for iOS, Android, and Windows phones unveiled by Xamarin in May 2014. Xamarin.Forms lets you write shared user-interface code in C# and XAML that maps to native controls on these three platforms.

Gamification with Unity 5.x

Gamification with Unity 5.x
Title Gamification with Unity 5.x PDF eBook
Author Lauren S. Ferro
Publisher Packt Publishing Ltd
Pages 321
Release 2016-11-28
Genre Computers
ISBN 1786462249

Download Gamification with Unity 5.x Book in PDF, Epub and Kindle

Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x About This Book Achieve your goals in a fun-filled way by creating gamification projects from scratch Leverage the Unity 5.X toolkit to create stunning and appealing projects Make your transition towards a pro project manager/ developer by learning tricks and techniques Who This Book Is For If you are a project manager, game developer, or programmer who wants to create successful end-to-end gamification projects from scratch, then this is the book for you. You do not need any previous experience of working with Unity 5.X. All the details required to make the most of gamifying your projects are provided in the book. What You Will Learn Assess your learners' abilities by setting up challenges and quests Implement the game elements that relate to the project into Unity Publish your own task management application to better engage readers Improve your design using methods of playtesting and iteration Issue OpenBadges to recognize achievements and set up an online database to store your users achievements. In Detail Are you looking at implementing gamification techniques for your business and wondering where to get a complete rundown of all the tricks and techniques? Well, you have come to the right place! This book will start right from the basics such as gameplay elements and their functionalities before gradually moving onto creating your first gamification project from scratch. You'll be given the tools and shown how to perform various techniques for creating gamified applications in different contexts. Finally, you will implement various game elements into Unity, publish your own task management application, and get to know the best practices and approaches when designing gamified experiences. Style and approach This book takes a real-world case studies approach, moving ahead in a step-by-step tutorial manner. You will create your own project from scratch, and the practical examples will help you create a successful gamification project.

HTML5 for .NET Developers

HTML5 for .NET Developers
Title HTML5 for .NET Developers PDF eBook
Author Ian Gilman
Publisher Simon and Schuster
Pages 649
Release 2012-11-30
Genre Computers
ISBN 1638352976

Download HTML5 for .NET Developers Book in PDF, Epub and Kindle

Summary HTML5 for .NET Developers teaches professional software engineers how to integrate the latest HTML5 APIs and semantic markup into rich web applications using JavaScript, ASP.NET MVC, and WCF. Written from the .NET perspective, this book is full of practical applications and ways to connect the new web standards with your existing development practices About the Technology A shift is underway for Microsoft developers—to build web applications you'll need to integrate HTML5 features like Canvas-based graphics and the new JavaScript-driven APIs with familiar technologies like ASP.NET MVC and WCF. This book is designed for you. About this Book HTML5 for .NET Developers teaches you how to blend HTML5 with your current .NET tools and practices. You'll start with a quick overview of the new HTML5 features and the semantic markup model. Then, you'll systematically work through the JavaScript APIs as you learn to build single page web apps that look and work like desktop apps. Along the way, you'll get tips and learn techniques that will prepare you to build "metro-style" applications for Windows 8 and WP 8. This book assumes you're familiar with HTML, and concentrates on the intersection between new HTML5 features and Microsoft-specific technologies. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's Inside HTML5 from a .NET perspective Local storage, threading, and WebSockets Using JSON-enabled web services WCF services for HTML5 How to build single page web apps "This book speaks directly to the interests and concerns of the .NET developer."—From the Forward by Scott Hanselman, Microsoft Table of Contents HTML5 and .NET A markup primer: classic HTML, semantic HTML, and CSS Audio and video controls Canvas The History API: Changing the game for MVC sites Geolocation and web mapping Web workers and drag and drop Websockets Local storage and state management Offline web applications

Beginning Java SE 6 Game Programming

Beginning Java SE 6 Game Programming
Title Beginning Java SE 6 Game Programming PDF eBook
Author Jonathan S. Harbour
Publisher Cengage Learning Ptr
Pages 369
Release 2011
Genre Computers
ISBN 9781435458086

Download Beginning Java SE 6 Game Programming Book in PDF, Epub and Kindle

Previous ed.: Boston, Mass.: Thomson Course Technology, 2008.

Learning Buildbox 2 Game Development

Learning Buildbox 2 Game Development
Title Learning Buildbox 2 Game Development PDF eBook
Author Ty Audronis
Publisher
Pages 331
Release 2016-10-31
Genre
ISBN 9781786460301

Download Learning Buildbox 2 Game Development Book in PDF, Epub and Kindle

Build rich, high production value mobile games and distribute them across different platforms with BuildboxAbout This Book* Create captivating 2D & 2.5D (isometric) video games for all platforms* Leverage Buildbox to monetize and prepare your games for distribution* This step-by-step tutorial will get you generating complex and media rich games with no coding experienceWho This Book Is ForThis book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required.What You Will Learn* Create the illusion of a 3D background in your game using parallax* Add advanced controls and obstacles to our first world* Develop assets (graphic and audio) for the Buildbox engine* Design games based on the capabilities and limitations of Buildbox and their target platforms* Compile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App StoreIn DetailBuildbox is an "any skill level" development platform to develop video games with no coding experience. It also exports these games for any platform (from windows to mac to iOS to Android and Blackberry) all using the same graphic user interface.Using an examples as tutorials, we will relate the driving principles and you'll see how you can implement these principles to develop 2D and 2.5D games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you "dive in" to creating your first video game. You will actually have a playable level ("world") by the end of the second chapter.Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called "Ramblin' Rover." All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards.Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games.

The Ultimate Parkour & Freerunning Book

The Ultimate Parkour & Freerunning Book
Title The Ultimate Parkour & Freerunning Book PDF eBook
Author Ilona E. Gerling
Publisher Meyer & Meyer Verlag
Pages 332
Release 2013-11-15
Genre Sports & Recreation
ISBN 1782550208

Download The Ultimate Parkour & Freerunning Book Book in PDF, Epub and Kindle

The increasing number of followers of the two movement cultures, Parkour and Freerunning, has given rise to the need for safe, methodical orientation, which the reader will find in this book. Parkour, a new movement culture from France, is all about moving as efficiently as possible between points A and B by sprinting fluently over obstacles. The sport of Freerunning has developed from it, involving developing and showing off the most creative, extreme, flowing, acrobatic moves possible on obstacles. This book contains precise illustrations for the teaching of all basic techniques, easy-tofollow movement breakdowns and methodical tips for indoor and outdoor training. All the most common terms from the scene are listed for reference in English and French. History, philosophy, rules of behavior, training advice based on the latest sports science knowledge, interviews from the scene about motivations and trends, advice for schools and explanations of competitions and competition criteria are a few examples of the book’s contents.