Phaser Game Starter Kit Collection
Phaser Game Starter Kit Collection (The Book and bonus content)
$45.80
Minimum
$500.00
Suggested
Phaser Game Starter Kit Collection

This book is 75% complete

Last updated on 2018-07-14

About the Book

Phaser Game Starter Kit Collection is a hands-on guide for making browser games using both Phaser Gaming Framework versions 2.6.2, community released editions. This book is the entire collection of single chapters available from Amazon, and delves into 16 of the greatest classic game mechanics 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 contains several sections. It start with an Introduction into game perspective, modes, genres, workstation set-up and generation tools. Part I demonstrates basic game mechanisms using Phaser Official and the community edition versions. Each chapter is a separate game mechanic -- 16 for v2 and 16 for Phaser3 in its joint volume! This is a reference book; simply turn to the game you'd like to create. In a matter of hours, you will have a working game prototype for that game mechanics. You then add your own artwork and additional game features; over the next few days, you have your own completed game ready to deploy in the "apps" stores. I consider this a joint effort. You might consider this a joint effort: I am your game programmer and you are the game designer, artist and marketer.

Phaser III Game Starter Kit Collection (a sister volume) is similar to this book's Part II but all the tutorials are written in Phaser3 in a jointed second volume. Part IV is a massive collection of 59+ Flash ActionScript games just waiting for you to transpile into either Phaser v2 or Phaser3. Part V 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 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 or v3 (once available);
  • 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 or 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 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 official and community editions v2 and version 3 in joined separate volume. If you are interested in making browser games, especially for the mobile market, then Phaser Game Starter Kit Collection is the perfect choice.

Table of Contents

  •  
    • About this e-Book
    • Distribution Permission
      • Disclaimer
    • Forwards by Terry Paton
    • Workbook Abstract
    • How to Read & Use this workbook:
      • Who This Book Is For:
      • Tweet This Book!
    • Your newly obtained skills…
    • Bonus Content
  • I Introduction
    • 1. Introduction
      • 1.1 Game Perspectives
      • 1.2 Game Design Overview
      • 1.3 Game Modes
      • 1.4 Game Genres
      • 1.5 Game Tools & Generators
      • 1.6 Standard Project Setup
      • 1.7 Starting a Game Project
      • 1.8 Game Shell and Logic Flow
      • 1.9 Plug-in Enhancements
      • 1.10 JavaScript coding styles
      • 1.11 Coding Style Examples:
      • 1.12 Introduction References
  • II Part II — Phaser v2.x.x
    • 2. Making Action-Arcade Browser Games with Phaser v2
      • 2.1 Reference From
      • 2.2 Overview
      • 2.3 The Goal
      • 2.4 Game Mechanics
      • 2.5 Game Examples
      • 2.6 Game Starter Kit Features
      • 2.7 Starting a Action-Arcade Game Project
      • 2.8 Action-Arcade — Core Game Phases
      • 2.9 Action-Arcade Game logic & Supporting functions
    • 3. Making Adventures, Mazes & RPG Browser Games with Phaser v2
      • 3.1 Reference From:
      • 3.2 Overview
      • 3.3 The Goal
      • 3.4 Game Mechanics
      • 3.5 Game Examples
      • 3.6 Game Starter Kit Features
      • 3.7 Starting the Adventures & Mazes for RPGs project
      • 3.8 Adventures & Mazes Core Functions
      • 3.9 Conclusion
    • 4. Making Collapsing Blocks Browser Games with Phaser v2
      • 4.1 Reference From:
      • 4.2 Overview
      • 4.3 The Goal
      • 4.4 Game Mechanics
      • 4.5 Game Examples
      • 4.6 Game Starter Kit Features
      • 4.7 Starting the Adventures & Mazes for RPGs project
      • 4.8 Collapsing Blocks game logic & Supporting functions
      • 4.9 Main.js
      • 4.10 Game-board set-up
      • 4.11 Conclusion
    • 5. Making Connect 4 AI Browser Games with Phaser v2
      • 5.1 Reference From
      • 5.2 Overview
      • 5.3 The Goal
      • 5.4 Game Mechanics
      • 5.5 Game Examples
      • 5.6 Game Starter Kit Features
      • 5.7 Starting a Connect 4 AI Game Project
      • 5.8 Connect 4 AI — Core Game Phases
      • 5.9 Connect 4 AI Game logic & Supporting functions
    • 6. Making Defensive Towers Browser Games with Phaser v2
      • 6.1 Reference From
      • 6.2 Overview
      • 6.3 The Goal
      • 6.4 Game Mechanics
      • 6.5 Game Examples
      • 6.6 Game Starter Kit Features
      • 6.7 Starting a Defensive Towers Game Project
      • 6.8 Defensive Towers — Core Game Phases
      • 6.9 Defensive Towers Game logic & Supporting functions
    • 7. Making Dress-Up Browser Games with Phaser v2
      • 7.1 Reference From:
      • 7.2 Overview
      • 7.3 The Goal
      • 7.4 Game Mechanics
      • 7.5 Game Logic and Construction Considerations
      • 7.6 Game Examples
      • 7.7 Current Demand for Dress-UP Games
      • 7.8 Game Starter Kit Features
      • 7.9 Starting the Dress-Up project
      • 7.10 Dress-UP Core Game Phases
      • 7.11 Common Menu HUD
      • 7.12 Conclusion
    • 8. Making Hidden Objects Browser Games with Phaser v2
      • 8.1 Reference From
      • 8.2 Overview
      • 8.3 The Goal
      • 8.4 Game Mechanics
      • 8.5 Game Examples
      • 8.6 Game Starter Kit Features
      • 8.7 Starting a Hidden Objects Game Project
      • 8.8 Hidden Objects — Core Game Phases
      • 8.9 Hidden Objects Game logic & Supporting functions
    • 9. Making MahJong Browser Games with Phaser v2
      • 9.1 References From:
      • 9.2 Overview
      • 9.3 The Goal
      • 9.4 Game Mechanics & Historical background
      • 9.5 Game Examples
      • 9.6 Game Starter Kit Features
      • 9.7 Starting a MahJong Game Project
      • 9.8 MahJong — Core Game Phases
      • 9.9 MahJong Game logic & Supporting functions
    • 10. Making Match-3 Browser Games with Phaser v2
      • 10.1 References From:
      • 10.2 Overview
      • 10.3 The Goal
      • 10.4 Game Mechanics
      • 10.5 Game Examples
      • 10.6 Game Starter Kit Features
      • 10.7 Starting the Match-3 project
      • 10.8 Match-3 Game logic & Supporting functions
      • 10.9 Game-board set-up
      • 10.10 Input Validation
      • 10.11 Tile Discovery
      • 10.12 Game Rules and logic
      • 10.13 Game Board Management
      • 10.14 Conclusion
    • 11. Making Memory Match Browser Games with Phaser v2
      • 11.1 References From:
      • 11.2 Overview
      • 11.3 The Goal
      • 11.4 Game Mechanics
      • 11.5 Game Examples
      • 11.6 Game Starter Kit Features
      • 11.7 Starting Memory Match project
      • 11.8 Memory Match Pairs — Core Game Phases
      • 11.9 Memory Pairs Match game logic & Supporting functions
      • 11.10 Memory Match (Sequence) game logic & Supporting functions
      • 11.11 Memory Match Sequence game logic & Supporting functions
      • 11.12 Conclusion
    • 12. Making Music & Rhythm Browser Games with Phaser v2
      • 12.1 References From:
      • 12.2 Overview
      • 12.3 The Goal
      • 12.4 Game Mechanics
      • 12.5 Game Examples
      • 12.6 Game Starter Kit Features
      • 12.7 Starting a Music & Rhythm Game Project
      • 12.8 Music & Rhythm — Core Game Phases
      • 12.9 Music & Rhythm Game logic & Supporting functions
    • 13. Making Peg Solitaire & Checkers Browser Games with Phaser v2
      • 13.1 Reference From:
      • 13.2 Overview
      • 13.3 The Goal
      • 13.4 Game Mechanics
      • 13.5 Game Logic and Rules
      • 13.6 Game Data Structure
      • 13.7 Game Examples
      • 13.8 Game Starter Kit Features
      • 13.9 Starting the Jump-to-Capture project
      • 13.10 Peg Solitaire Core Game Phases
      • 13.11 Peg Solitaire game logic & Supporting functions
      • 13.12 Conclusion
    • 14. Making Puzzle Games (Jigsaw & Slider) with Phaser v2
      • 14.1 References From:
      • 14.2 Overview
      • 14.3 The Goal
      • 14.4 Game Mechanics
      • 14.5 Game Examples
      • 14.6 Current Demand for Puzzle Games
      • 14.7 Game Starter Kit Features
      • 14.8 Starting a Puzzle project
      • 14.9 Jigsaw & Slider Puzzle — Core Game Phases
      • 14.10 Slider Puzzle Mechanics & Supporting functions
      • 14.11 Jigsaw Puzzle Mechanics & Supporting functions
      • 14.12 Jigsaw Game Components
      • 14.13 New Jigsaw Design Consideration
      • 14.14 Jigsaw Puzzle Code Review:
      • 14.15 Plugins
      • 14.16 Conclusion
    • 15. Making Trivia Quiz & Dating Browser Games with Phaser v2
      • 15.1 References From:
      • 15.2 Overview
      • 15.3 The Goal
      • 15.4 Game Mechanics
      • 15.5 Game Examples
      • 15.6 Game Starter Kit Features
      • 15.7 Starting a Quiz & Trivia Project
      • 15.8 3 Quiz & Trivia games logic & Supporting functions
      • 15.9 Game #1 — Menza Mental Math™ — a math tutor game.
      • 15.10 Game #2 — Tomfoolery Trivia Topics™ — a simple trivia game.
      • 15.11 Game #2 Code Review
      • 15.12 Game #2 Supporting Functions
      • 15.13 Game #3 — Dating Veronica Darlene™ — a simple dating game.
      • 15.14 Game #3 Supporting Functions
      • 15.15 Plugins
      • 15.16 Conclusion
    • 16. Making RPG & Character Management Browser Games with Phaser v2
      • 16.1 References From:
      • 16.2 Overview
      • 16.3 The Goal
      • 16.4 Game Mechanics
      • 16.5 Game Examples
      • 16.6 Game Starter Kit Features
      • 16.7 Starting a RPG Game Project
      • 16.8 RPG Character — Core Game Phases
      • 16.9 Adventures & Mazes Core Functions
      • 16.10 Conclusion
    • 17. Making Strategy Browser Games with Phaser v2
      • 17.1 Reference From
      • 17.2 Overview
      • 17.3 The Goal
      • 17.4 Game Mechanics
      • 17.5 Game Examples
      • 17.6 Game Starter Kit Features
      • 17.7 Starting a Strategy Game Project
      • 17.8 Strategy — Core Game Phases
      • 17.9 Strategy Game logic & Supporting functions
  • III Part III — Phaser III has moved.
  • IV Part IV
    • 18. Transpiling AS2 || AS3 into JS
      • 18.1 Introduction and official statements
      • 18.2 Why TypeScript?
    • 19. AS3 to JavaScript
    • 20. AS2 to JavaScript
    • 21. 59+ ActionScript Games to JavaScript
      • 21.1 AS2
      • 21.2 AS3
      • 21.3 Flash Game University — 36+ games!
      • 21.4 MacroMedia 150+ Flash Game Collection
  • V Part V MMOG
    • 22. Hot Seat MMoG(?)
    • 23. 2-Player Remote Games
    • 24. Massive Multi-player Games
    • 25. MMoG Hosting Options
  • Appendix
    • Sources and Further Reading
      • Other Reference Books
    • Part I Concepts and Design
      • Game Business Development & References:
      • Capturing Your Ideas
      • Artwork Research
      • Building Your Work Environment
      • Bottom Up Development
    • Phase II Game Production & Distribution
      • Game Distribution Channels
      • Game Elements
      • Game Construction Tools
      • Ludology
      • Network Concepts
      • CodeIgniter & Phaser Integrated CMS
    • Web site reference:
    • Game Design References:
    • Game Programming References:
      • Development Tools
      • DNS prefetching
      • HTML5
      • JavaScript
      • CSS
      • Storage
      • Structured Data
    • Copyright Resources
    • Marketing Ad Resources Appendix
  • Networking Appendix
    • Sources and Further Reading
    • Other Reference Books
      • HTML5 game development
      • Multi-player game development
      • WebSocket game development
    • Common Data Network Tools
      • ipconfig (ifconfig)
      • net
      • netstat
      • nslookup
      • ping (Packet Internet Groper)
      • pingtest.net
      • route
      • speedtest.net
      • tracert
      • Wireshark
      • Robtex Research (old school method)
  • Notes

Bundles that include this book

Phaser Game Prototyping
Phaser Game Starter Kit Collection
Phaser Multi-player Gaming Systems
Phaser.js Game Design Workbook
4 Books
$77.59
Regular Price
$49.99
Bundle Price

About the Author

Stephen Gose
Stephen Gose

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

Steve is a certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering at the University of Advancing Technology (Tempe, AZ). For the past 10 yrs, He has been a Cisco Certified Academy Instructor (CCAI).

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/

About the Contributors

Richard Davey
Richard Davey

Author Phaser JavaScript Game Framework.

The Leanpub 45-day 100% Happiness Guarantee

Within 45 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.

See full terms...

Write and Publish on Leanpub

Authors and publishers use Leanpub to publish amazing in-progress and completed ebooks, just like this one. You can use Leanpub to write, publish and sell your book as well! Leanpub is a powerful platform for serious authors, combining a simple, elegant writing and publishing workflow with a store focused on selling in-progress ebooks. Leanpub is a magical typewriter for authors: just write in plain text, and to publish your ebook, just click a button. It really is that easy.

Learn more about writing on Leanpub