Phaser Game Prototyping by Stephen Gose [Leanpub PDF/iPad/Kindle]
Phaser Game Prototyping
Phaser Game Prototyping (The Book (only))
$9.98
Minimum
$84.13
Suggested
Phaser Game Prototyping

This book is 100% complete

Completed on 2018-06-21

About the Book

This book is the new edition 2 -- a hands-on guide for Game Prototype creations using Micro-services and component object programming with the Phaser JavaScript Gaming Framework for either versions 2.x.x or 3.x.x.

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 features become available. Therefore, if you purchased this book from LeanPub.com, you will have a continually updated version. If you are a customer from Amazon, you may access the latest information on the book's website.

Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) and the newest version 3.x.x JavaScript Game Framework. Master the important skills and techniques you need for Phaser version 3 now 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 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 and then in Phaser 3! 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 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 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 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. 

 

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;
  • Converted and adopted the new upcoming changes in Phaser v3.
  • Imported resources and game assets;
  • Displayed, animated and moved game avatars on various screen renderings;
  • Managed groups of game objects in v2 and v3;
  • 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 and v3;
  • 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 for v2.
  • Deploy single- and multi-player games.
  • Web Sockets demystified for scalable massive online game deployments.

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.

Packages

The Book (only)

Special pre-release discounted price. DOES NOT INCLUDE BONUS CONTENT. 507+ pages, Game Prototype guide (only).

Includes:

  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$9.98
Minimum
$84.13
Suggested
The Book with Bonus Content

515+ page, Game Prototyping guide focused on Phaser JavaScript Framework in standard JavaScript and ES6, Phaser versions 2.x.x and 3.x. Bonus! Content: Free Affiliate Guide, 300+ page bonus content (1,508 resource files; 310+MB (uncompressed)). Total of 815+ pages! All chapters with complete source code available on the supporting book's website http://makingbrowsergames.com/book/. Bonus Content: 232 MB (20171216 - zipped)

Includes:

  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • extras
    Book 2D Rooms Creation (66 files; 17.2 MB)

    Following the book examples of generating Room Movement table with 2D arrays. (66 files; 17.2 MB

  • extras
    Book Artificial Intelligence (73 files; 3.91 MB)

    A*Star path finding for Phaser.

  • extras
    Book Back-end server-side middleware for ARRA (91 files; 1.94 MB)

    Two website back-ends to support ARRA games in ASP and PHP (91 files; 1.94 MB)

  • extras
    Book Bonus Games Source Code (416 files; 58 MB on disk)

    The book describes several games beyond ARRA rv_8 and rv_15. Here is the collection of software code for those bonus games. (416 files; 58 MB on disk). Life-Time licenses included a value of $180.

  • extras
    FREE Amazon Rule Book (2 files; 3.35 MB)

    Legends of Renown Deeds rule book (Amazon edition - $2.99) - an active online RPG since 1993!

  • extras
    Book Labyrinth Generators Source Code (32 files; 4.02 MB)

    various methods to generate dynamic mazes in JavaScript, C/C++, and Java. Content includes a rare and hard to find a document of Jamis Buck.

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$51.50
Minimum
$500.00
Suggested

Bundles that include this book

Phaser.js Game Design Workbook
Phaser Game Prototyping
Phaser Multi-player Gaming Systems
Phaser Game Starter Kit Collection
Phaser3 Game Starter Kit Collection
5 Books
$182.52
Regular Price
$72.00
Bundle Price
Phaser.js Game Design Workbook
Phaser Game Prototyping
2 Books
$88.70
Regular Price
$68.40
Bundle Price

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 40th anniversary this Sept 1!

Review my profile on LinkedIn.com:  http://www.linkedin.com/in/stephen-gose-phd-honorary-71ba853b

Personal website:  http://www.Stephen-Gose.com./

Book Support Site: http://makingbrowsergames.com/

Game Showcase: http://www.renown-games.com

Game License: http://shop.pbmcube.net/

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