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Building HTML5 Games with ImpactJS: An Introduction On HTML5 Game Development
 
 

Building HTML5 Games with ImpactJS: An Introduction On HTML5 Game Development [Kindle Edition]

Jesse Freeman

Kindle-Preis: EUR 7,20 Inkl. MwSt. und kostenloser drahtloser Lieferung über Amazon Whispernet

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Produktbeschreibungen

Kurzbeschreibung

Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn how to use Impact with other technologies step-by-step.

You’ll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels.

  • Set up your development environment and discover Impact’s advantages
  • Build a complete game with core logic, collision detection, and player and monster behavior
  • Learn why a game design document is critical before you start building
  • Display and animate game artwork with sprite sheets
  • Add sound effects, background music, and text
  • Create screens to display stats and in-game status
  • Prepare to publish by baking your game files into a single file

Über den Autor und weitere Mitwirkende

Jesse Freeman is a Technical Architect at Roundarch. With over 7 years of Flash development experience he has work for VW, Tommy Hilfiger, Heavy.com, MLB, the New York Jets, HBO, and many more. Jesse was a traditional artist for most of his life until making the transition into interactive art and hasn't looked back since. Jesse runs a Flash Meetup in New York City called Flash Happy Hour where other people interested in Flash/Flex/AIR/Web 2.0 are invited to kick back, have a few drinks, and make new friends. Jesse has also been a speaker at 360|Flex Camp. His blog, the Flash Art of War is ""one of the oldest Flash military treaties in the world"". From time to time Jesse dresses up as the Flash Bum (a homeless web developer) and goes out looking for work on the streets of NYC. You can follow the Flash Bum on twitter @theflashbum. When Jesse is not programming is he can be found photographing the world around him.

Produktinformation

  • Format: Kindle Edition
  • Dateigröße: 2134 KB
  • Seitenzahl der Print-Ausgabe: 140 Seiten
  • Gleichzeitige Verwendung von Geräten: Keine Einschränkung
  • Verlag: O'Reilly Media; Auflage: 1 (17. Februar 2012)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B007AU3D70
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Amazon Bestseller-Rang: #166.298 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

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Amazon.com: 4.5 von 5 Sternen  16 Rezensionen
26 von 27 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen If you're curious about working with the Impact engine, this book's for you! 6. März 2012
Von Amazon Customer - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
The title leaves out the fact that the book bases its development solely on the Impact game engine (...), which isn't open source and costs $99, and requires a LAMP environment to run/test projects locally, so it's not as easy as using the web stack out-of-box. So that needs to be stated upfront.

Aside from that, it features really cool chapters on managing players, maps, levels, audio, and packaging/publishing your game as an iOS application. The book's got a great introductory chapter on using Photoshop scripts to manage sprite sheets (which I can tell you from personal experience are a real pain to assemble manually), and a cool discussion of how easy it is to work with sound effects and background music. It also warns about how difficult using text and screen-swapping can be in Impact, and how a native HTML and JavaScript solution might be better for managing system fonts and custom typefaces.

It's a great quick read and a bargain if you're curious about the benefits of using Impact for your projects. Aside from the slight misdirection the book's title implies, it's wonderful writing and worth the money.
5 von 5 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excellent for devs who want to learn how to make HTML5 games 16. März 2012
Von Elbert - Veröffentlicht auf Amazon.com
Format:Taschenbuch
The book is really good at getting game developers up and running with HTML5 and ImpactJS. I would say it is a intro to HTML5 game development to existing game developers. However anyone new to game programming might be a little bit daunted by the topics in the book. It will not teach you the basics of javascript so having some understanding of it and the syntax will come in handy, not a requirement but it will make your life easier. Anyone though with experience with a c based programming language won't have much trouble.

This book is perfect for me since I am a c# xna game developer trying to transition to html5, but it might not be as easy to someone else starting out.
4 von 4 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen An excellent resource, despite a few nit-picks 25. April 2012
Von Leslie Harback - Veröffentlicht auf Amazon.com
Format:Taschenbuch
HTML5 has come a long way in the last few years. It became pretty obvious early on in that it could be used for game development, but just like any other language that's not explicitly intended for game programming, getting started making games was a real chore. While I love the idea of writing a game engine from scratch, most of the time I want to get down to the business of the game itself. And on top of all that, a lot of the games made with HTML5 that could be found as examples looked... well, not fantastic, although there were a few standouts.

So, I was super excited to see Introducing HTML5 Game Development was available from O'Reilly. Anybody who knows me or who reads this blog knows that I love technical books in general and O'Reilly's books in particular. It seems almost like a subject has 'arrived' when they publish a book on it.

And Jesse Freeman certainly delivers. The book clocks in a terse 122 pages (although I'm using the electronic version for purposes of this review) and covers the process of putting a surprisingly complex platform game together using HTML5, starting with the planning stage, going through the whole process of programming the game, and concluding with the distribution of the game (including publishing it as a native iOS game even!). He spends quite a bit of time on the planning stage, which is something that's usually not covered in such a short book; I think that Mr. Freeman understands one of the big constraints on game creation-- actually completing the game. I've certainly suffered from this issue myself, and I know it's something that the average game designer/programmer certainly struggles with, so the attention given to this subject is welcome and very helpful. It makes me think that it might be great to see him write a larger volume someday on the subject of 'getting it done'.

The reader is stepped through the process of making a platform game called 'Resident Raver', and along with all of the standard steps like player movement, enemies, sprite animation, scoring, HUDs, and sound, all the supplemental processes like creating sprite sheets are covered as well. Using Photoshop to create sprite sheets is discussed in some detail, which I found really helpful. Although I often use Photoshop, I typically use specialty software for creating sprites, so this is one area where I really learned something. Finally, the challenges of cross-browser compatibility and issues inherent in mobile browsers were addressed. Even though HTML5 is much more compatible with mobile devices than Flash, there are still issues that complicate matters. Mr. Freeman discusses these issues and ways to address them. Overall, I found the content in the book to be well organized, informative, helpful, and written in a compelling voice. Mr. Freeman is a great writer who conveys his knowledge really well. He should consider writing more on this subject.

There is one issue I can't avoid mentioning, and that's the use in this book of Impact, a Javascript game framework for HTML5. Impact appears to be pretty great; it takes a lot of the ground-up engine writing work out of writing a game in HTML5, it adds in some otherwise useful things like pseudo-classes and includes, and it allows the programmer to 'bake' the file to a smaller, more distribution-friendly format. It addresses that longstanding issue of game design: once you take the time to essentially write your own engine for a game, you've often run out of steam for actually making the game you started out to make. In a perfect world, a game programmer should be able to get right down to what's really important-- the actual game that people will play. The only problem is that Impact will set you back $99. On this subject my opinion's a little mixed. I understand that part of being a developer is investing some money in the tools that are needed-- I use a lot of resources that I had to pay for, and I don't complain about them, for the most part. I know also that the talented folks who put Impact together (and they are clearly talented-- I've yet to find another framework that is so nice straight out of the box, for pay or otherwise). While we all love to use open source, it's not always an option. And as far as open source, comprehensive, well written HTML5 game engines go, a worthy competitor had not, as of the writing of this review, emerged.

So while my initial impulse was to reduce the score I gave this book because it requires a relatively costly tool, I instead decided to score it on its own merits. I would never, for instance, score Essential Actionscript 3.0 poorly because it requires a $600 tool. I'll just mention that I think that for beginners-- exactly those for whom this book is largely intended, $99 might be balked at. Also, it might not have hurt to mention in the title that it's all about Impact rather than HTML5 in general. But as far as I'm concerned, Impact and this reasonably priced, well-written book are well worth it, nit-picks aside.
11 von 14 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen This is not a HTML5 game development! This is a tutorial on the $99 Impact.js game development framework. 16. September 2012
Von S. Jordan - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
I feel duped. I was hoping to find some cool javascript techniques to work with sprites and working with canvas, but I get a book entirely dedicated to working with the Pay Impact.js framework for games. So if you don't use this framework, this book is worthless. Seriously, title your book appropriately.

Updated to 3 stars. This book is good if you have chosen and want to learn about the Impact framework.

Updated to 5 stars. I noticed that the cover on this book was actually renamed from just "HTML5 Game Development" to "HTML5 Game Development with Impact.js". That is awesome and very clear now. I've moved my rating to 5 stars. The book is very clearly labeled now. Thank you.
5 von 6 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Good For Beginners 11. März 2012
Von Elfa - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
This is a great book for people new to Impact JS,
but it doesn't get much past the beginning.

I was really hoping for a variety of enemy AI codes. I was disappointed to find that the only example offered is the one that comes with the Impact JS jump and run demo: the Spike creature. I did learn how to modify a kill call, which was nice.

I like the book, but it's short and I want more.

I'd like more code examples.
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