PRE-release offering! Book is in final publisher review; launch date is end of Q1! Amazon release scheduled for Summer at full market pricing.
This books is nearly completion (87%) and is currently available at LeanPub.com and will be released on Amazon soon. The book is still in its introductory pricing and “fund raising”.
This workbook is the new edition 4 – a hands-on tutorial guide for Game Prototype creations using component object programming with emphasis on Phaser v3.16.0 (when available Nov 2018). This book will become available after the Phaser v3.16.0 release scheduled in November 2018. The reason we are delaying this books publication is due to the massive rewrites coming in v3.15.0 (OCT 2018) and 100% features final made availability in v3.14.0 release scheduled for mid-October, 2018.
Then regularly retails @ (total words)/1000.
As of February 2017, this book was the first and only available tutorial for Phaser v3.x.x, and will continue to supplement version 3 as more framework features become available in v3.14.0. Therefore, if you purchased this book from LeanPub.com, you will have a continually updated version.
Phaser v3.16.x examples will use 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.
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 Phaser v2.x.x game conversions and upgrade them into Phaser 3 now. I show you how I upgrading my product line.
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 prototype templates to scaffold further game projects;
- Converted Phaser v2.x.x and adopted the new features and upcoming changes into Phaser v3.x.x.
- 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 on game components;
- Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
- Created and managed game phases with multiple Scenes;
- Managed permanent game assets across game phases;
- Optimized your game for various mobile devices;
- Integrated 3rd-party plugins and blueprints.
- Deployed single- and multi-player games from the workbooks tutorials.
- Web Sockets demystified for scalable massive online game deployments.
Who This Book Is For: