Making Music & Rhythm Browser Games
Making Music & Rhythm Browser Games
Creating "Audio" Game Mechanics for Phaser.js Gaming Frameworks v3.24+ & v2.x.x
About the Book
Discover how to create online Music-Rhythm and "Audio" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial and bonus content, you will have a production pipeline to create as many different "Audio" games as your imagination can dream of!
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 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 styles of "Audio" game mechanics. We will use those game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Music-Rhythm game - not 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 the Phaser JS Gaming Framework as both v2.x.x and v3.24+.
- How to integrate "Audio" game mechanics into other game genres such as Memory Match, language tutorials, sound effects entertainment and Quiz Systems!
- Deploy your game as a "Progressive Web Application" or "Single Page Web Application" for any "IoT" device.
- Analyze current business demand for this game's genre, how 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.
If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
Table of Contents
-
-
Distribution Permission
- Supporting website
- Disclosures
- Disclaimer
-
About this Workbook
- Links and References
- Workbook Content
-
How to Read & Use this workbook:
- Viewing this eBook:
- Who should use this workbook?
- Your newly obtained skills …
-
Game Design Resources
- Game Studio - Book Series
- Game Studio - Online Courses
- “Making Browser Games” - Books Series
- “Making Browser Games” Series - online Courses
- Programming Courses
- “Walk-Thru Tutorial” Series - Online Courses
-
Distribution Permission
-
Making HTML5 Games
-
1 Introduction to Game Design
- 1.1 Game Genre Defined
- 1.2 Game Tools & Generators
- 1.3 References From
-
2 Standard Project Setup
- 2.1 Standardized File Structure
- 2.2 Barebones Set-up
- 2.3 Web Server Required - Batteries not included!
-
3 Starting a Game Project
-
3.1 Step 0: Review your competition and their games
- Game Examples
- 3.2 Step 1: Create your “front-door”
-
3.3 Step 2. Create your “Game Shell” & Phases
- Network Impact
- Gamer’s Local Activity
-
3.4 Select a JS Format
- ES5 Format
- ES6+ Format as “FAT Arrow” Function
- ES6+ Format as “Phaser.Class”
- ES6+ Format as “Phaser.Scene”
-
3.1 Step 0: Review your competition and their games
-
1 Introduction to Game Design
-
Part II: Making “Music & Rhythm” Browser Games
-
4 Music & Rhythm — Core Game Construction
- 4.1 Game Project Overview
- 4.2 Our Goal
- 4.3 Game Description
- 4.4 Game Recipe™ Featured Ingredients
-
4.5 Audio Construction Tools
- Composing Game Music Themes
- Creating “Audio Sprites”
- 4.6 Design Considerations
-
4.7 Game Mechanics
- Game Mechanics (GM): Logic & Rules
- Game Mechanics (GM): Data Structures
- Deeper Dive: Tuning Our Game to Musical Theory
- “Coda”: What did we learn?
- 4.8 Optional Audio Design — “Pure JS” tone generation
-
4.9 Technical Considerations
- Deeper Dive: Web Audio management
- Deeper Dive: Not Everyone Hears Alike!
-
Deeper Dive: Using HTML5
.ogg
formats
- 4.10 Conclusion
-
5 Phaser v3.16+ Code Review
- 5.1 Main.js
- 5.2 Boot.js
- 5.3 Play.js - Overview
-
5.4 Phaser Essential Functions
- Play.js — Management variables — Lines 1 to 77
- Play.js — preload — Lines 88 to 94
- Play.js — create — Lines 94 to 450
-
5.5 Optional Code Design — Functions
- Game Mechanisms as Functions
-
6 Phaser v2.x.x Code Review
- 6.1 Main.js
- 6.2 Boot.js
- 6.3 Play.js - Overview
-
6.4 Phaser Essential Functions
- Play.js — Management variables — Lines 1 to 80
- Play.js — preload — Lines 91 to 95
- Play.js — create — Lines 96 to 454
- Play.js — Internal Supporting Functions
-
6.5 Optional v2 Code Design — External Functions
- Game Mechanisms as Functions
-
7 Game Shell - The CMS!
- 7.1 Generic
- 7.2 Generic Boot.js
- 7.3 Generic Preload.js
- 7.4 Generic Splash.js or Language.js
-
7.5 Generic Menu.js
- Sample CMS page — Credits.js
- Deeper Dive: Using JAMStack as an SSG …
- Deeper Dive: Static Site Generators (SSG)
- 7.6 Inside each Game Phase
-
8 Plug-in Enhancements
- 8.1 Twitter Plugin
- 9 Conclusion
-
4 Music & Rhythm — Core Game Construction
-
What’s next?
-
-
9.1 Game Distribution & Marketing
- Introduction: 8-Step Deployment Method.
- 9.2 Book Review Protocol
- 9.3 Tell the world about your game!
-
9.1 Game Distribution & Marketing
-
-
Appendix
-
More Resources
- JavaScript Garden
- Additional Appendices
- Other resources:
- Selling your Game Assets
- Appendix: Online Game Development
- Appendix: Making WebXR Games!
- Appendix: Phaser III Plugins
-
Appendix: Audio Standards
- G7.11
- G7.22
- Brief Presentation
-
Appendix: “How to Start a WebSocket”
- Testing Your Browser
-
WebSocket Protocol Handshake
- Deeper Dive: WebSocket API
-
Sample Source Code: Client-side WebSocket
-
Step #1: Game
index
page - Step #2: Generate Event handlers
-
Step #1: Game
-
More Resources
-
Appendix: OLOO - Safe JavaScript
-
- Deeper Dive: JS Delegation (aka “Inheritance”?)
- The old way
- Objects Linking to Other Objects (OLOO)
- Compare your code
- Object.create
- Exercise Lesson 9:
- Game Singletons
- Deeper Dive: Object Manipulation objects in ES5/6
- Lesson Summary
- Resource References:
-
- Notes
-
Answers to Exercises
-
- Appendix: OLOO - Safe JavaScript
-
Other books by this author
The Leanpub 60 Day 100% Happiness Guarantee
Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.
Now, this is technically risky for us, since you'll have the book or course files either way. But we're so confident in our products and services, and in our authors and readers, that we're happy to offer a full money back guarantee for everything we sell.
You can only find out how good something is by trying it, and because of our 100% money back guarantee there's literally no risk to do so!
So, there's no reason not to click the Add to Cart button, is there?
See full terms...
Earn $8 on a $10 Purchase, and $16 on a $20 Purchase
We pay 80% royalties on purchases of $7.99 or more, and 80% royalties minus a 50 cent flat fee on purchases between $0.99 and $7.98. You earn $8 on a $10 sale, and $16 on a $20 sale. So, if we sell 5000 non-refunded copies of your book for $20, you'll earn $80,000.
(Yes, some authors have already earned much more than that on Leanpub.)
In fact, authors have earnedover $14 millionwriting, publishing and selling on Leanpub.
Learn more about writing on Leanpub
Free Updates. DRM Free.
If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).
Most Leanpub books are available in PDF (for computers) and EPUB (for phones, tablets and Kindle). The formats that a book includes are shown at the top right corner of this page.
Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.
Learn more about Leanpub's ebook formats and where to read them