Making Peg Solitaire Browser Games
Making Peg Solitaire Browser Games
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Making Peg Solitaire Browser Games

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Completed on 2020-08-27

About the Book

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. General Game Licenses are included in the purchased book.

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.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 42nd anniversary this Sept 1!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 40-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly-related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland and an M.B.A in International Management from Liberty University. He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplains Outstanding service award in 1983. 

In his spare (?) time, Steve enjoys creating online casual games and managing his online gaming business. 

My driving theme: "Always stay humble and kind"

His personal website is: http://www.Stephen-Gose.com./

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

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

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

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…
    • (“Headless”) Game Design System™
      • Business Product Management: Books
      • Business Product Development: Online Courses
      • “Making Browser Games” Series - online Courses
      • Game Programming Course
      • “Walk-Thru Tutorial Series” - Course Series
      • Game Recipes™ & Instruction Guides Series
  • 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”
  • Part II: Making “Peg Solitaire” Browser Games
    • 4 Game Project Overview
      • 4.1 Our Goal
      • 4.2 Peg Solitaire Genre Description
      • 4.3 Game Mechanics (GM) - Logic & Rules
      • 4.4 Game Mechanics (GM) - Data Structure
      • 4.5 Game Recipe™ Featured Ingredients
    • 5 Peg Solitaire — Core Game Construction
      • 5.1 Step 3a: Create “Play.js”
      • 5.2 Step 3b: Create Supporting functions.
    • 6 Phaser v3.16+ Code Review
      • 6.1 Game Data structures — Lines 57 to 60
      • 6.2 hole Selected — Lines 418 to 425
      • 6.3 peg Selected — Lines 428 to 435
      • 6.4 validate Move — Lines 512 to 771
    • 7 Phaser v2.x.x Code Review
      • 7.1 Overview
      • 7.2 Game Data structures — Lines 26 to 30
      • 7.3 hole selected — Lines 347 to 354
      • 7.4 peg selected — Lines 357 to 364
      • 7.5 validate Move — Lines 378 to 632
    • 8 Game Shell - The CMS!
      • 8.1 Generic Main.js
      • 8.2 Generic Boot.js
      • 8.3 Generic Preload.js
      • 8.4 Generic Splash.js or Language.js
      • 8.5 Generic Menu.js
      • 8.6 Sample CMS page — Credits.js
        • Deeper Dive: Using JAMStack as an SSG …
        • Deeper Dive: Static Site Generators (SSG)
      • 8.7 Inside each Game Phase
      • 8.8 Plug-in Enhancements
    • 9 Conclusion
    • 10 Bonus Development Content - 5 GPH!?
      • 10.1 Multi-player Variations
      • 10.2 Three Musketeers game board
      • 10.3 Hnefatafl game board
      • 10.4 Blue & Gray – US Civil War Jump-to-Capture
      • 10.5 Single-player Variations
  • What’s next?
    •  
      • 10.6 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 10.7 Book Review Protocol
      • 10.8 Tell the world about your game!
  • Appendix
    • More Resources
      • JavaScript Garden
      • Additional Appendices
    • Appendix: Online Game Development
    • Appendix: Making Phaser 3D Games!
    • 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
      • Security Concerns
        • MMoG Protection
    • Appendix: Phaser III Plugins
    • Other resources:
    • Selling your Game Assets
    • JS OLOO - Modern Game Development Method
      • 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
        • JS OLOO - Modern Game Development Method

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