Building Audio & Rhythmic Browser Games

Building Audio & Rhythmic Browser Games

Stephen Gose
This is a sample of the book's content.Buy on Leanpub

Table of Contents

Preface›

  • Preface
    • Distribution Permission
    • Forewords
    • Disclosures
    • Disclaimer
    • Workbook Content
    • > For Patrons from Amazon and other Book Distributors
    • > About this Workbook
    • > How to Read & Use this workbook:
    • > Viewing the eBook:
    • > External Links
    • Your newly obtained skills …
    • More Resources
    • Programming Courses
    • > References Used

Making Audio Games›

  • 1 Introduction to Game Design
    • 1.1 Approaching Game Development
    • 1.2 Focusing Your Game
    • 1.3 Developing Storylines & Gamer’s Avatar
    • 1.4 Designing The User Interface
    • 1.5 Formulating Good Gameplay
    • 1.6 Developing The Logic
    • 1.7 Writing The Source Code
    • 1.8 Checking For Errors
    • 1.9 Preparing For Distribution
  • 2 Audio, Music, & Rhythm Game Design
    • 2.1 Deeper Dive: Not Everyone Hears Alike!
    • 2.2 Audio Game’s Featured Ingredients
    • 2.3 Game Mechanics
    • > Deeper Dive: Tuning Our Game to Musical Theory
    • > “Coda”: What have we learned?
    • 2.4 Audio Construction Tools
    • > Composing Game Musical Themes
    • 2.5 Optional Audio Design — “Pure JS” tone generation
    • > Using Construct3 Audio Interface
    • 2.6 Conclusion

Part II: Starting a C2 Project›

  • 3 Lesson 1: C2 “Audio” Project
    • 3.1 About Your Project
    • 3.2 Project Settings:
    • 3.3 Configuration Settings
    • 3.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C2 SWPA Game Version?
    • > Creating a C2 CMS or PWA Game Version?
    • 3.5 Season to Taste …
    • 3.6 Comparing your code

Part III: Starting a C3 Project›

  • 4 Lesson 1: C3 “Audio” Project
    • 4.1 About Your Project
    • 4.2 Project Settings: Color Theme, Start-up & Display
    • 4.3 Configuration Settings: Advanced & Editor
    • 4.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C3 SWPA Game Version?
    • > Creating a C3 CMS or PWA Game Version?
    • 4.5 Season to Taste …
    • 4.6 Comparing your code

Part IV: Production & Distribution›

  • 5 “Mozart Music Match™” Suite
    • 5.1 CMS Description
    • 5.2 CMS Design Considerations
  • 6 “Audio Memory Match” Developer’s Guide
    • 6.1 Game Description
    • 6.2 Design Considerations
    • > Game Mechanics (GM): Logic & Rules
    • > Game Mechanics (GM): Data Structures
    • 6.3 Game Layout
    • > Background Theme
    • > User Interface
    • 6.4 Gameplay Event Sheet
    • > Event #1 “On start of layout”
    • > Events #5 to #9 — User Interface
    • > Events #10 — Game Finished?
    • > Events #11 to #13 — Supporting Function
  • 7 Ear Training Developer’s Guide
    • 7.1 Game Description
    • 7.2 Design Considerations
    • > Game Mechanics (GM): Logic & Rules
    • > Game Mechanics (GM): Data Structures
    • 7.3 Game Layouts
    • > Background Theme
    • > User Interface Layouts
    • 7.4 Gameplay Event Sheet
    • > Event #1 “On start of layout”
    • > Events #2 to #8 — User Interface Layouts
    • > Events #9 to #19 — User Interface Inputs
    • > Events #20 to #21 — Game Finished
    • > Events #22 to #26 — Supporting Functions
    • > Events #27 to #29 — Supporting Functions
  • 8 “HiLo” Developer’s Guide
    • 8.1 Design Considerations
    • Game Mechanics (GM): Logic & Rules
    • Game Mechanics (GM): Data Structures
    • 8.2 Game Layout
    • > Background Theme
    • > User Interface
    • 8.3 Gameplay Event Sheet
    • > Event #1 “On start of layout”
    • > Events #2 to #8 — HUD updates
    • > Events #9 to #24 — User Interface
    • > Events #25 to #35 — Supporting Functions
    • > Events #36 to #38 — Game Conclusion
  • 9 “Motif Memory” Developer’s Guide
    • 9.1 Game Description
    • 9.2 Design Considerations
    • > Deeper Dive: Matching Tones to “Correct” Colors
    • > Optional Design Used
    • > Game Mechanics (GM): Logic & Rules
    • > Game Mechanics (GM): Data Structures
    • 9.3 Game Layout
    • > Background Theme
    • > User Interface
    • 9.4 Gameplay Event Sheet
    • > Event #1 “On start of layout”
    • > Events #2 To #4 — Gameplay Toggle Management
    • > Events #5 To #9 — “Player’s Turn” Management
    • > Event #8 — “Player’s Turn” Ends
    • > Event #9 — New Game Turn
    • > Events #10 To #17 — Supporting Functions
  • 10 “Sight Reading” Developer’s Guide
    • 10.1 Game Description
    • 10.2 Design Considerations
    • > Game Mechanics (GM): Logic & Rules
    • > Game Mechanics (GM): Data Structures
    • 10.3 Game Layout
    • > Background Theme
    • > User Interface (UI)
    • 10.4 Gameplay Event Sheet
    • > Event #1 “On start of layout”
    • > Events #2 to #10 — User Interface
    • > Events #11 to #45 — Game Framework Display Mgt.
    • > Events #47 & #48 — Game Turn Conclusion.
    • > Events #49 & #65 — Supporting Functions.

What’s next?›

  • 11 Product Distribution
    • 11.1 Game Distribution & Marketing
    • Introduction: 8-Step Deployment Method.
    • 11.2 Book Review Protocol
    • 11.3 Tell the world about your game!

Appendix: Audio Standards›

  • G7.11
  • G7.22
  • Technical Overview Presentation

Appendix: MIDI›

  • Playing with MIDI in JavaScript
    • Parsing & Reading MIDI Files:
    • Playing MIDI Files:
    • Generating MIDI Files:
    • Web MIDI API:
    • Choosing the Right Library:
Building Audio & Rhythmic Browser Games/Part III: Starting a C3 Project

Part III: Starting a C3 Project

This content is not available in the sample book. The book can be purchased on Leanpub at https://leanpub.com/cgc-c23-music.

Up next

4 Lesson 1: C3 “Audio” Project

In this part

  • 4 Lesson 1: C3 “Audio” Project
  • 4.1 About Your Project
  • 4.2 Project Settings: Color Theme, Start-up & Display
  • 4.3 Configuration Settings: Advanced & Editor
  • 4.4 Design Considerations: CMS, PWA, or SWPA?!
  • > Creating a C3 SWPA Game Version?
  • > Creating a C3 CMS or PWA Game Version?
  • 4.5 Season to Taste …
  • 4.6 Comparing your code