Making Action-Arcade Browser Games
This book is 100% complete
Completed on 2020-06-29
About the Book
Discover how to create online Action-Arcade and "Casual" 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 "Casual" 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 Action-Arcade 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 - 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 either v2.x.x or v3.16+.
- How to integrate "Action-Arcade" game mechanics into other game genres such as RPG, first-person shooters, Casual entertainment 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, 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!
- Supporting website
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
- 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!
2.4 Step 0: Review your competition and their games
- Game Examples
- Official Phaser v3.16+ Examples
- 2.5 Step 1: Create your “front-door”
2.6 Step 2. Create your “Game Shell” & Phases
- Network Impact
- Gamer’s Local Activity
2.7 Select a JS Format
- ES5 Format
- ES6+ Format as “FAT Arrow” Function
- ES6+ Format as “Phaser.Class”
- ES6+ Format as “Phaser.Scene”
- 1 Introduction to Game Design
Part II: Making “Action-Arcade” Browser Games
3 Game Project Overview
- 3.1 Our Goal
- 3.2 “Action-Arcade” Genre Description
- 3.3 Historical background
- 3.4 Game Mechanics
- 3.5 Game Recipe™ Featured Ingredients
4 Action-Arcade — Core Game Construction
4.1 Design Considerations
- Human Reaction Timing
- JS Format
- Gameboard Development
- Right or Left-handed?
- Cursor Keys: Timing vs. Movement
- Game Mechanics - Data Structure
- Deeper Dive: Multi-Player version
- 4.2 Step 3a: Create “Play.js”
- 4.3 Step 3b: Create Supporting functions.
- 4.1 Design Considerations
5 Phaser v3.16+ Code Review
- Lines 127 to 169
- Lines 174 to 190
- Game Mechanics Component
- Lines 59 to 321
- destroyTones - Lines 329 to 334
- onHit - Lines 351 to 377
- noteTone object - Lines 386 to 434
- banjoString - Lines 446 to 481
- banjoString.prototype - Lines 483 to 527
- button object - Lines 528 to 579
- button.prototype - Lines 580 to 583
- noteHandler - Lines 584 to 597
- noteHandler.prototype - Lines 598 to 645
- note object - Lines 646 to 678
- note.prototype - Lines 679 to 697
- 5.1 Main.js
6 Phaser v2.x.x Code Review
- Lines 114 to 140
- Game Mechanics Component - Lines 145 to 502
- Supporting Game Functions - Lines 304 to 655
- Game Framework Mechanisms Component - Lines 113 to 301
- Game Mechanisms Supporting Functions - Lines 302 to 516
- 6.1 Main-mbg.js
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
- 9 Conclusion
- 10 Bonus Development Content
- 3 Game Project Overview
Game Distribution & Marketing
- Introduction: 8-Step Deployment Method.
- Book Review Protocol
- Tell the world about your game!
- Game Distribution & Marketing
- More Resources
- 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
- Step #2: Generate Event handlers
- Step #1: Game
- MMoG Protection
- Appendix: Phaser 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
- Exercise Lesson 9:
- Game Singletons
- Deeper Dive: Object Manipulation objects in ES5/6
- Lesson Summary
- Resource References:
Answers to Exercises
- JS OLOO - Modern Game Development Method
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