Phaser III Game Starter Kit Collection
Phaser III Game Starter Kit Collection (The Book (only))
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Phaser III Game Starter Kit Collection

This book is 67% complete

Last updated on 2019-12-12

About the Book

Phaser III Game Starter Kit Collection (5th Edition) is a hands-on guide for making browser games using Phaser versions 3.16+ Gaming Frameworks. This book is the entire collection of single chapters available from Amazon. It delves into the greatest classical game mechanics techniques -- 10+ popular game mechanics and 19 sub-genres (for a total of 29!) with development techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build and to include your own game assets and features. You’ll also download supporting tools to classify the book’s snippets and add your own modification. Phaser Game Starter Kit Collection (a sister volume to this one) is similar to this book's Part II but all the tutorials in that volume are written in Phaser v2.x.x in a separate volume.

 

Phaser III Game Starter Kit Collection contains several sections. It starts with

  • Part I, an Introduction into game perspective, modes, genres, workstation set-up, and generation tools.
  • Part II demonstrates basic game mechanisms using Phaser. Each chapter is a separate game mechanic for Phaser III in this volume! This is a reference book; simply turn to the chapter of the game you'd like to create. In a matter of hours, you will have a working game prototype for that game mechanics using the Game Design System™ -- fully explained in the Phaser III Game Design workbook (new 5th edition). You then add your own artwork and any additional game features; then over the next few days, you'll have your own completed game ready to deploy in the "apps" stores. You might consider this a joint effort: I am your game programmer and you are the game designer, artist, and marketer.
  • Part III is a massive collection of 59+ Flash ActionScript games just waiting for you to transpile into Phaser III.
  • Part IV is an excerpt from Making Massive Multiplayer Gaming Systems; it holds all the starter kits essentials for multiplayer games using web sockets.

You’ll find detailed working examples, 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. 

 

What you’ll learn:

By the end of this workbook, you’ll have integrated into your own bespoke 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;
  • Imported resources and game assets;
  • Displayed, animated and moved game avatars on various screen renderings;
  • Managed groups of game objects in v3.16+;
  • 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 v3.16+;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game phases;
  • Managed permanent game assets across game phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party scripts and web services for v3.16+.
  • Deploy single- and multi-player games.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students of -- and professionals in -- "game art and animations" with some experience in HTML5 and JavaScript who want to enhance -- or begin learning the essential techniques of game programming skills in Phaser's III JavaScript Gaming Framework. If you are interested in making browser games, especially for the mobile market, then Phaser III Game Starter Kit Collection is a perfect choice.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 41st anniversary this Sept 1!

Steve is a Licensed Minister since 1972; certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering and network cyber-security as Professor Emeritus for the past 14 yrs. Since 2002, He has been a Cisco Certified Academy Instructor (CCAI).

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

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

Kingdom of Heaven: http://kingdomofgodprinciples.com/

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

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

Purchase Game source code and License: http://shop.pbmcube.net/

Packages

The Book (only)

Game Design and Technical Design document. FREE Affiliate Guide included. 68+ pages.

Includes:

  • extras
    Free Affiliate Guides

    Instructions about our affiliate network and operations.

  • English

  • PDF

  • EPUB

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Book and Game Developer Certification Course

This book package includes the Free Affiliate Guide, server-side leaderboard PHP software, and INCLUDES two (2) Game Developer Certification courses on both Phaser Gaming JavaScript Framework versions.

Includes:

  • extras
    Free Affiliate Guides

    Instructions about our affiliate network and operations.

  • extras
    Game Developer Certification Course

    now earn your rightful place in the gaming community with Game Developer Certification for both Phaser v2.x.x and the newly released Phaser v3.x.x

  • English

  • PDF

  • EPUB

  • MOBI

  • WEB

$16.00
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Bundles that include this book

Phaser Game Starter Kit Collection
Phaser III Game Starter Kit Collection
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Table of Contents

  •  
    • Distribution Permission
      • Viewing this eBook:
    • Disclaimer
    • Forwards
    • About this Workbook
      • Disclosures
    • Workbook Content
    • How to Read & Use this workbook:
    • Book formatting:
    • Who should use this workbook?
    • Your newly obtained skills…
    • Bonus Content
    • Game Design System™ Recipes:
    • Our References:
      • Tweet This Book!
  • The Game Design System™
    • 1 Introduction
      • 1.1 Game Component Perspectives
      • 1.2 Game Delivery Modes
        • Game Mode - Single-Player Flowchart
        • Game Mode - Multi-Player Flowchart
      • 1.3 Game Genres
        • Action Games
        • Adventure Games
        • Casino Games
        • Educational Games
        • Fighting Games
        • Platform Games
        • Puzzle Games
        • Racing Games
        • Rhythm / Music Game
        • Role-Playing Games (RPG)
        • Shooter Games
        • Simulations
        • Sports Games
        • Strategy Games
        • Tower Defense™ — USPTO awarded to COM2US
      • 1.4 Mind The Gap!
      • 1.5 Game Tools & Generators
      • 1.6 Standard Project Setup
        • Standardized File Structure
      • 1.7 Game Recipe™
        • Development:
        • Design:
        • Encoding:
      • 1.8 Creating Prototype Mechanisms — “4-step method”
        • Standard Game Index Page (formal method)
        • Mobile Apps: Game.js (aka Main.js)
      • 1.9 Game Shell and Logic Flow
        • Network Impact
        • Gamer’s Local Activity
        • Generic Main.js
        • Generic Boot.js
        • Generic Preload.js
        • Generic Splash.js or Language.js
        • Generic Menu.js
        • Sample CMS page — Credits.js
        • Play.js
        • Inside each Game Phase
      • 1.10 Plug-in Enhancements
      • 1.11 Introduction References
  • Part II - Game Mechanics
    • 2 Action-Arcade Game Mechanics (1st draft)
      • 2.1 Reference From
      • 2.2 Overview
      • 2.3 Our Goal
      • 2.4 Game Mechanics
        • Historical background
      • 2.5 Game Examples
        • Official Phaser III.21.x Examples
      • 2.6 Game Recipe™ Featured Ingredients
      • 2.7 Starting an Action-Arcade Game Project
        • Step 0: Review Game demonstrations
        • Step 1: Create your “front-door”
      • 2.8 Action-Arcade — Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 2.9 Action-Arcade Core Mechanics
      • 2.10 Design Considerations
        • Gameboard Development
        • Right or Left-handed?
        • Cursor Keys: Timing vs. Movement
      • 2.11 Rhythm Game Logic & Supporting Functions
        • Play.js
      • 2.12 Rhythm Core Game Mechanics
        • Step 3. Create your core game logic & supporting functions.
      • 2.13 Prototype - Stage 1
      • 2.14 Phaser v2 to v3 Guide (Stage 2)
      • 2.15 Game Design System™ (Stage 3)
      • 2.16 Conclusion
    • 3 Adventure & RPG Game Mechanics
      • 3.1 Reference From:
      • 3.2 Overview
      • 3.3 Our Goal
      • 3.4 Game Mechanics
        • Historical Background Reviewed
        • Game Genre Components
      • 3.5 Game Examples
      • 3.6 Game Recipe & Starter Kit Features
      • 3.7 Starting the Adventures & Mazes for RPGs project
        • Step 0: Review Game Demonstrations:
        • Step 1. Create your standard index file.
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 3.8 Adventures & Mazes Core Functions
        • Story Plot Generation
        • Story Generation Tools
        • Labyrinth Generation Methods
        • Fixed Generation
        • Fixed Generation with dynamic content
        • Pure Linear labyrinths
        • Rules for Creating the Perfect Maze
        • Depth-First Search (DFS)
        • Open-path Worlds
      • 3.9 Conclusion
    • 4 Collapsing Blocks Games Mechanics
      • 4.1 Reference From:
      • 4.2 Overview
      • 4.3 Our Goal
      • 4.4 Game Mechanics
        • Historical background
        • Game Components
      • 4.5 Game Examples
      • 4.6 Game Recipe™ Featured Ingredients
      • 4.7 Starting the Collapsing Blocks project
        • Step 0: Review your competition and game demonstrations:
        • Step 1. Create your Standard “index” file.
      • 4.8 Collapsing Blocks Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 4.9 Collapsing Blocks Game Mechanics Component
        • Step 3. Create your core game logic & supporting functions.
      • 4.10 Game Set-up Options — Lines 555 to 643
        • “flood fill” Example
      • 4.11 Game Mechanisms Component - “playGame” Class
        • PlayGame.constructor – Lines 74 to 76
        • “Preload” Essential Functions – Lines 80 to 87
        • “Create” Essential Functions – Lines 89 to 136
        • PlayGame.drawGameBoard – Lines 141 to 156
        • PlayGame.tileSelect – Lines 158 to 190
        • PlayGame.makeTilesFall – Lines 192 to 248
        • PlayGame.makeTilesSlide – Lines 250 to 276
        • PlayGame.endOfMove – Lines 277 to 304
      • 4.12 Collapsing Blocks Game Mechanics Component
      • 4.13 Conclusion
    • 5 Dress-Up & Fashion Game Mechanics
      • 5.1 Reference From:
      • 5.2 Overview
      • 5.3 Our Goal
      • 5.4 Game Mechanics
      • 5.5 Game Logic and Construction Considerations
        • Step #1 Find an avatar(s).
        • Step #2 Create the wardrobe
        • Step #3 Messy or tidy?
        • Step #4 Layout Arrangement
        • Step #5 Asset Download Considerations
      • 5.6 Game Examples
      • 5.7 Current Demand for Dress-UP Games
      • 5.8 Game Recipe Starter Kit Features
      • 5.9 Starting the Dress-Up project
        • Step 0: you can review several games in these demonstrations:
        • Step 1. Create your standard index file.
      • 5.10 Dress-UP Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
      • 5.11 Play.js — Overview
      • 5.12 Dog.js – a gentle introduction to standard Dress-UP games
      • 5.13 Dog.js Preload function – Lines 105 to 163
      • 5.14 Dog.js Create function – Lines 164 to 228
      • 5.15 Mark.js – adding clothes and toggles
      • 5.16 Miyoko.js – adding data structures and spriteSheets management
      • 5.17 Managing Hair and “Split-ends”
      • 5.18 What’s a Girl to Wear? Clothes management
      • 5.19 Zoe.js – the full Monty
      • 5.20 Common Menu HUD
      • 5.21 Printing
      • 5.22 Saving
      • 5.23 Camera Snap-shots
      • 5.24 Conclusion
    • 6 “Jump to Capture” Games Mechanics
      • 6.1 Reference From:
      • 6.2 Overview
      • 6.3 The Goal
      • 6.4 Game Mechanics
      • 6.5 Game Logic and Rules
      • 6.6 Game Data Structure
      • 6.7 Game Examples
      • 6.8 Game Starter Kit Features
      • 6.9 Starting the Jump-to-Capture project
        • Step 0: you can review an Jump-To-Capture game in these demonstrations:
        • Step 1. Create your standard index file.
      • 6.10 Peg Solitaire Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 6.11 Peg Solitaire game logic & Supporting functions
        • Overview
        • Game Data structures — Lines 57 to 60
        • hole Selected — Lines 418 to 425
        • peg Selected — Lines 428 to 435
        • validateMove — Lines 512 to 771 (hand-craft FSM)
      • 6.12 Bonus Content
        • Multi-player Variations
        • Three Musketeers game board
        • Single-player Variations
        • Blue & Gray – US Civil War Jump-to-Capture
      • 6.13 Conclusion
    • 7 Match-3 Game Mechanics
      • 7.1 References From:
      • 7.2 Overview
      • 7.3 Our Goal
      • 7.4 Game Mechanics
      • 7.5 Game Examples
      • 7.6 Game Recipe™ Featured Ingredients
      • 7.7 Starting the Match-3 Project
        • Step 0: Review your competition and game demonstrations:
        • Step 1. Create your standard index file.
      • 7.8 Match-3+ Core Game Phases
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Play.js
      • 7.9 Match-3+ Core Mechanics
        • Step 3. Create your core Game logic & supporting functions
      • 7.10 Game Set-up Options
        • Phaser III Config and Game Settings - Lines 630 to 718:
      • 7.11 Game Mechanisms Component - “playGame” Class
        • PlayGame.constructor – Lines 75 to 78
        • “Preload” Essential Functions – Lines 79 to 152
        • “Create” Essential Functions – Lines 95 to 151
        • PlayGame.drawGameBoard – Lines 156 to 172
        • PlayGame.tileSelect – Lines 173 to 204
        • PlayGame.swapTiles – Lines 205 to 232
        • PlayGame.handleMatches – Lines 234 to 287
        • PlayGame.makeTilesFall – Lines 289 to 340
        • PlayGame.endOfMove – Lines 342 to 362
      • 7.12 Match-3 Game Mechanics Component
        • Arrange Board After Match – Lines 392 to 409
        • Create and Manage the Gameboard data – Lines 419 to 463
      • 7.13 Match 3 (Placed) = Tic-tac-toe
      • 7.14 Match 4 (Placed) = “Connect-4”
      • 7.15 Match 5 (Placed) = “Go” or “Gomoku”
      • 7.16 Match 3+ by “Drawing a Line”
      • 7.17 Conclusion
    • 8 Quiz Trivia & Dating Game Mechanics
      • 8.1 References From:
      • 8.2 Overview
      • 8.3 The Goal
      • 8.4 Game Mechanics
      • 8.5 Game Examples
      • 8.6 Game Recipes™: Starter Kit Features
      • 8.7 Starting a Quiz & Trivia Project
        • Step 0: Review demonstration games:
        • Step 1. Create your standard index file.
        • Step 2. Create Your Standard Game Shell Phases.
        • Main.js (or Game.js)
        • Boot.js
        • Preload.js
        • Splash.js or Language.js
        • Menu.js
        • Sample CMS Phaser page — Credits.js
        • Play.js
      • 8.8 3 Trivia Quiz & Dating games logic & Supporting functions
      • 8.9 Game #1 — Mensa Mental Math™ — a math tutor game.
        • Design Notes:
        • Game Project #1 Code Review:
      • 8.10 playGame
        • playGame Initialized – Lines 136 to 144
        • preload function – Lines 145 to 156
        • update function – Lines 247 to 306
      • 8.11 Game #1 Supporting Functions
        • answeredQ function – Lines 318 to 324
        • btnOver function – Lines 326 to 352
        • checkAnswer function – Lines 353 to 376
        • gameOver function – Lines 379 to 387
        • nextQuestion function – Lines 388 to 447
      • 8.12 Game Project #2 — Tomfoolery Trivia Topics™
        • Design Notes:
        • Database Construction Tools
        • Remote Question Pool Using AppML
        • Building an AppML application
        • Remote Question Pool Using JSON
        • Creating various Languages
      • 8.13 Game #2 Code Review - main.js
      • 8.14 Game #2 Code Review - boot.js
      • 8.15 Game #2 Code Review - load.js
      • 8.16 Game #2 Code Review - language.js
      • 8.17 Game #2 Code Review - menu.js
      • 8.18 Game #2 Code Review - exitGame.js
      • 8.19 Game #2 Code Review - play.js
        • init function — Lines 97 to 125
        • create function — Lines 135 to 217
        • update function — Lines 219 to 277
      • 8.20 Game #2 Supporting Functions
        • checkAnswer function — Lines 288 to 311
        • gameOver function — Lines 312 to 318
        • nextQuestion function – Lines 319 to 352
      • 8.21 Game Project #3 — Dating Veronica Darlene™
        • Design Notes:
        • New conversation dialog format
        • Conversation Dialog Sequence
        • Creating various Languages
        • Game #3 updated question format
        • Game #3 JSON format Skeleton
        • Game Pool Technology
        • Art Resources
        • Facial Expressions
        • Game #3 Code Review
        • Init function — Lines 100 to 254
        • preload function — Lines 255 to 282
        • create function — Lines 285 to 421
        • update function — Lines 422 to 467
      • 8.22 Game #3 Supporting Functions
        • checkAnswer function — Lines 516 to 544
        • clickContinue function — Lines 546 to 746
        • gameOver function — Lines 749 to 753
        • nextQuestion function — Lines 756 to 788
      • 8.23 Plugins
      • 8.24 Conclusion
  • Part III Conversions into Phaser III
    • 9 Transpiling AS2 or AS3 into JS
      • 9.1 Introduction and official statements
      • 9.2 Flash Platform Basics
      • 9.3 HTML5 Platform Basics
      • 9.4 Difference between JS and AS
      • 9.5 Converting from Flash ActionScript to JavaScript
        • Conversion Tools
      • 9.6 Why TypeScript? Phaser 4 coming!
    • 10 AS3 to JavaScript
      • 10.1 References:
      • 10.2 Language similarities
      • 10.3 Getting Started
      • 10.4 Tools
      • 10.5 Conversion Practicum
    • 11 AS2 to JavaScript
      • 11.1 References:
    • 12 Phaser Migration Guide - v2.x.x into vIII.21+
      • 12.1 How it works (Excerpt)
      • 12.2 Sprites
      • 12.3 Text
        • Deeper Dive: Phaser III Events!
      • 12.4 Conversion Chart - the Manual Process
      • 12.5 Automated Conversion Tools
    • 13 322+ AS Games Available for Conversion!
      • 13.1 Reference:
      • 13.2 Some important notes:
      • 13.3 Questions and Answers
        • AS2
        • AS3
      • 13.4 Flash Game University — 36+ games!
      • 13.5 About GameScene
      • 13.6 MacroMedia 150+ Flash Game Collection
      • 13.7 Stephen Gose Game Studio (SGGS) - 127+ more!
      • 13.8 1,746+ Games from the “Internet Arcade”
  • Part IV MMOG (Excerpt only)
    • 14 Hot-seat MMoG?
      • 14.1 Network Foundation Inventory
      • 14.2 Deeper Dive: Testing MMoGs Locally??
      • 14.3 Hot-seat MMoG Demos
    • 15 2-Player Remote Games
      • 15.1 MMoG engine Criteria:
    • 16 Massive Multi-Player Games
      • 16.1 MMoG Application Architecture
      • 16.2 Comparing Single- to Multi-Player Games
        • Deeper Dive: Using Web Workers
        • Deeper Dive: Await and Promises
      • 16.3 Differences in MMoG Games?
    • 17 MMoG Hosting Options
      • 17.1 Server-side Research
  • Appendix
    • 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
      • 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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