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This workbook is the new edition 4 -- a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x and other JavaScript Gaming Frameworks. Phaser v2.x.x Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Framework. 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.Phaser v2.x.x Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser JavaScript Game Framework using OLOO 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 and reusable components and 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 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 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 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. 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 deployment
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.
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.
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Action-Arcade (aka "Casual") 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 Action-Arcade games 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 "Casual" games as your imagination can dream of!You'll also get bonus content, download examples, 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 Action-Arcade and "Rhythm" 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 Action-Arcade game (with "Guitar Hero look-alike") - 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.
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.
Experience the thrill of crafting your own HTML5 game with Phaser.js game engine. HTML5 and modern JavaScript game engines have helped revolutionized web based games. Each chapter in An Introduction to HTML5 Game Development with Phaser.js showcases a sample game that illustrates an aspect of Phaser.js (now Lazer.js) that can be used as is, or in remixed games of the developer’s design. Each of these examples help the reader to understand how to optimize JavaScript game development with modern project tooling like Grunt and Bower. Though the world of HTML game development continues to grow and evolve, An Introduction to HTML5 Game Development with Phaser.js, provides a grounded resource and vital learning tool to anyone looking to optimize web game development process.
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.
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.
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Hidden Objects" and "Find the Difference" 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 "Hidden Picture" 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 "hidden object" 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 types of "Hidden Picture Puzzle" 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 "Hidden Objects" 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 Puzzle Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Jigsaw and Slider Puzzle games and mechanics into 2 styles of puzzle games! It is only one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets from the book website to add your own modification. Making Puzzle Games is book 8 in this series and contains several sections. It starts with a Game Overview of the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, 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. 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; - 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 in v2; - 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, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Puzzle Games, especially for the mobile market, then Making Puzzle Games Series is a perfect choice.
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 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 own 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. This final external "Step-by-Step" tutorial guides us in building a complete MMoG CMS, using MOM over WebSockets for 2 to 8 participants, a membership system, game lobby, player matching services, and other various cloud-based "Back-end as a Services" (BaaS). The FREE game rule book will help "deconstruct" this game mechanics.
This is a single chapter from the Phaser Game Starter Kit Collection with 5 game examples. This chapter leads you through Memory Matching game development. This self-contained tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting with their own bespoke game, artwork, and features.5 General Game Licenses are included in this book - a savings of $300 if purchased separately!Discover how to create online Memory Matching and "Concentration" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial and bonus courses, you will have a production pipeline to create as many different "Memory Matching" games as your imagination can dream of! This is a "mega-book" with 5 different types of Memory Matching and MahJong games. Two games were written in Phaser v3.16+ - an RPG Math Game for "pre-schoolers" and a New Age "Simple Shaman(TM)". Three games were written in Phaser v2.x.x from the Mozart Music Match Suite - an audio memory game, a music motif game, and MahJong. Included with your purchase, you'll also get bonus content, download examples, 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 productions and then modify those resources for your purposes.I would like to guide you in creating several styles of Memory Matching is Pairs - both hidden and open -, and Sequence Memory game mechanics. We will use these game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have several fully functional Memory Matching game - not a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.
Discover how to create online "Puzzle" 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 "JigSaw & Slider" Puzzle 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. General Game Licenses are included in the purchased book.I would like to guide you in creating several types of "Puzzle" game mechanics using an innovative approach with Phaser III. 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 "Puzzle" 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. This extraordinarily comprehensive guide will teach you how to: - Use either the Phaser JS Gaming Framework either v2.x.x or v3.16+.- How to integrate "Puzzle" game mechanics into other game genres such as Detective adventure and spy stories!- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.- Analyze current business demand for this game's genre, how and where to deploy it.- Automatically generate various game board features.If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through game development for Jump-2-Capture games. These self-contained tutorials are for both v3.x.x & v2.x.x, perfect for novices and experienced web developers, and anyone creating single-player games with their own artwork and features.Discover how to create online Peg Solitaire and "Jump to Capture" games using the methods in this chapter from the Phaser Game Starter Kit Collection. When you finish this course, you will have a production pipeline to create as many different "Jump to Capture" games as your imagination can dream of!You'll also get bonus download examples, source code references on how to do every single thing in this game design workbook, so you can copy and paste these 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 Peg Solitaire game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this tutorial, you should have a fully functional Peg Solitaire game using your own gaming assets. There is a supporting website where you can download the bonus content included with your course purchase. This extraordinarily comprehensive course will teach you how to: - Use the Phaser JS Gaming Framework! either v2.x.x or v3.x.x- How to integrate "Jump to Capture" game mechanics into other game genres such as RPG and Combat Systems!- Use your game as a Progressive Web Application or Single Page Web Application for any device.- Analyze current business demand for this game's genre and where to deploy it.- Automatically generate various game boards.- Instructor Guides and teaching resources available for workshops in this course's special Teacher edition and online courses.
This book contains selected papers from the 8th International Conference on Information Science and Applications (ICISA 2017) and provides a snapshot of the latest issues encountered in technical convergence and convergences of security technology. It explores how information science is core to most current research, industrial and commercial activities and consists of contributions covering topics including Ubiquitous Computing, Networks and Information Systems, Multimedia and Visualization, Middleware and Operating Systems, Security and Privacy, Data Mining and Artificial Intelligence, Software Engineering, and Web Technology. The proceedings introduce the most recent information technology and ideas, applications and problems related to technology convergence, illustrated through case studies, and reviews converging existing security techniques. Through this volume, readers will gain an understanding of the current state-of-the-art information strategies and technologies of convergence security.The intended readerships are researchers in academia, industry and other research institutes focusing on information science and technology.
Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 is the first of five (5) books of the Making Browser Game Series. This is a collection of 5 popular game mechanics. Each chapter is an easy-to-follow tutorial and hands-on guide for creating online games using either the Phaser versions 2.6.2, or the community released editions. This collection is focused on building Adventure & Mazes for RPG, Collapsing Blocks, Match 3, Memory Match (for both pairs and sequence games), and "Jump-to-Capture" games, logic, and mechanics. It is a starter kit collection of the first five books in a series of 16 great classic game mechanics techniques. You may purchase all five or single individual chapters. All tutorials are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Browser Games Starter Kit Collection (Volume 1) with Phaser v2 contains two sections. It starts with an Introduction Game Overview of the goals, game ludology, workstation set-up and generation tools. The second section holds the individual game mechanics tutorials. In a matter of hours, you will have a working game prototype for this game mechanics. All that remains to do is adding your own artwork and additional game features; after a few days, you`ll have a completed game ready to deploy in any "apps" store. You might consider this a joint effort in game creation; I am your game programmer and you are the game designer, artist, and marketer. You`ll find detailed working examples, with dozens of illustrations and many concepts you can freely adopt toward your own gaming projects. All the source code annotations enhance the book`s explanation.
Discover how to create online "Dating & Trivia Quiz" 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 "quiz" 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. General Game Licenses are included in the purchased book.I would like to guide you in creating several types of "Dating & Trivia Quiz" 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 "Quiz" 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. This extraordinarily comprehensive guide will teach you how to: - Use either the Phaser JS Gaming Framework either v2.x.x or v3.16+.- How to integrate "Quiz" game mechanics into other game genres such as Detective adventure and spy stories!- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.- Analyze current business demand for this game's genre, how and where to deploy it.- Automatically generate various game board features. If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
Quickly learn how to create the Blood Pit In-Game Mod (IGM). This course is tailored using a Step-by-Step Game Recipe for Workshop attendees and Instructors using either Phaser v3.16+ or v2.x.x. Learn how to build this RPG Quest and methods as Progressive Web Applications or Single Page Web Applications.
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