Making Music & Rhythm Browser Games
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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!

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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 47th anniversary is this coming Sept 1, 2025!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-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 in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and 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 been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

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

My driving theme: "Always stay humble and kind"

His 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 …
    • 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
  • 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 “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 Main.js
      • 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
  • 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!
  • 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
  • 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

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