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OUYA Game Development by Example
最新章節:
Index
OUYAGameDevelopmentbyExampleconsistsofdifferentgameapplicationexamples.Nopriorexperiencewithprogrammingisrequired.Youwilllearneverythingfromscratchandwillhaveanorganizedflowofinformationspecificallydesignedforcompletebeginners.Usingthisbook,youcangetstartedwithcreatinggameswithoutanygamedevelopmentexperience.Thisbookisperfectforanyonethatwantstomakevideogamesbutisunsureofwheretostart.Itcoverselementsofgamedesign,art,andprogrammingcomprehensively,andtheengineusedthroughoutallofthetutorialsisverybeginnerfriendly.Nopriorknowledgeisassumedorrequiredforthetutorialsinthisbook.
最新章節
- Index
- Chapter 9 Blazing Your Own Development Trail
- Chapter 8 Polishing and Prepping Your Game for Deployment
- Chapter 7 Expanding Your Gameplay with In-app Purchases
- Chapter 6 Saving Data to Create Longer Games
- Chapter 5 Enhancing Your Game with Touch Dynamics
品牌:中圖公司
上架時間:2021-08-13 16:39:15
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Index 更新時間:2021-08-13 17:52:39
- Chapter 9 Blazing Your Own Development Trail
- Chapter 8 Polishing and Prepping Your Game for Deployment
- Chapter 7 Expanding Your Gameplay with In-app Purchases
- Chapter 6 Saving Data to Create Longer Games
- Chapter 5 Enhancing Your Game with Touch Dynamics
- Chapter 4 Moving Your Player with Controller Input
- Chapter 3 Diving into Development
- Chapter 2 Installing Unity and the OUYA ODK
- Appendix A. Pop Quiz Answers
- Summary
- Finding your own answers to questions online
- Time for action – making your first commit and push
- Time for action – preparing Unity for version control
- Time for action – creating a BitBucket repository
- Getting started with version control
- Basic design patterns for larger code projects
- Popular game development methodologies
- Time for action – applying an ice Physics Material
- Time for action – adding realism to your scene with lightmapping
- Time for action – making an automatically scaling GUI texture
- Time for action – creating a reusable GUI Skin
- Time for action – saving the player's position
- Time for action – creating a fire effect with a particle shader
- Time for action – creating a custom font with a text shader
- Expanding your skills with advanced challenges
- Chapter 9. Blazing Your Own Development Trail
- Summary
- Time for action – creating your game on the developer portal
- Packaging your project for submission
- Time for action – adding audio to your game
- Time for action – creating a following third-person camera
- Creating a following camera in Unity
- Time for action – linking your tutorial to your game
- Time for action – creating a tutorial scene
- Time for action – creating a loss screen
- Time for action – creating a title screen
- Polishing Unity projects in depth
- Time for action – creating icons for your game
- Time for action – containing game elements within the safe zone
- Meeting the OUYA content guidelines
- Chapter 8. Polishing and Prepping Your Game for Deployment
- Summary
- Picking a monetization model
- Pricing your in-app purchases
- Time for action – adding explosions to your cannonballs
- Adding polish with Unity Asset Store packages
- Time for action – reflecting unlocked functionality in games
- Time for action – saving and loading successful purchases
- Time for action – creating your first purchase function
- Time for action – creating a purchase screen
- Coding in-app purchasing in your game
- Time for action – preparing your game for in-app purchasing
- Setting up a product on the OUYA developer portal
- The different kinds of in-app purchases
- Chapter 7. Expanding Your Gameplay with In-app Purchases
- Summary
- Saving data with the OUYA API
- Time for action – displaying high score values
- Time for action – checking high scores in a new scene
- Time for action – counting cannonballs
- Time for action – setting up a GUI Text object
- Time for action – saving data with PlayerPrefs
- Saving data with the Unity engine
- Time for action – accessing the scripts on other objects
- Time for action – scripting the collectible
- Time for action – creating a basic collectible
- Creating collectibles to save
- Chapter 6. Saving Data to Create Longer Games
- Summary
- Time for action – creating a target for the cannon
- Time for action – hiding the cursor on the screen
- Incorporating touch data into your mechanics
- Time for action – creating a vector from cursor movement
- Time for action – reading mouse position in Unity
- Using cursor data to add touch input to games
- Time for action – adding an impulse force to a rigidbody component
- Time for action – creating an interactive button
- Time for action – creating a cannon prefab
- Using the touchpad to interact with buttons
- Chapter 5. Enhancing Your Game with Touch Dynamics
- Summary
- Time for action – adding a goal zone
- Completing our game
- Time for action – improving the camera
- Time for action – adding button features
- Adding additional functionality to our marble
- Time for action – movement with the OUYA SDK
- Time for action – turning input into movement
- Time for action – importing a Unity input script
- Time for action – setting the scene
- Creating an interactive marble prototype
- Chapter 4. Moving Your Player with Controller Input
- Summary
- Time for action – running your first test on OUYA
- Deploying our code on OUYA
- Time for action – adding keyboard interaction to scripts
- Making our scripts interactive
- Time for action – controlling functions with parameters
- Time for action – capturing data with return values
- Time for action – writing a function
- Creating a custom function
- Time for action – creating and scripting 3D text
- Time for action – manipulating the scene
- Creating a 3D text prototype
- Chapter 3. Diving into Development
- Summary
- Time for action – importing packages into a new workspace
- Time for action – exporting OUYA packages from Unity
- Time for action – configuring the USB driver on Windows
- Configuring the USB connection
- Time for action – installing Android packages
- Time for action – editing PATH on Windows
- Time for action – editing PATH on Mac OS
- Modifying the PATH variable
- Time for action – downloading Java the Android SDK and the ODK
- Downloading and configuring additional packages
- Time for action – setting up Unity
- Installing the game engine
- Chapter 2. Installing Unity and the OUYA ODK
- Summary
- Touch controls
- Playing the OUYA
- Time for action – installing your first game
- Displaying games
- Networking
- Setting up the console
- Chapter 1. Experiencing the OUYA
- Downloading the color images of this book
- Customer support
- Reader feedback
- Time for action – heading
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- Acknowledgments
- About the Author
- Credits
- OUYA Game Development by Example Beginner's Guide
- coverpage
- coverpage
- OUYA Game Development by Example Beginner's Guide
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action – heading
- Reader feedback
- Customer support
- Downloading the color images of this book
- Chapter 1. Experiencing the OUYA
- Setting up the console
- Networking
- Displaying games
- Time for action – installing your first game
- Playing the OUYA
- Touch controls
- Summary
- Chapter 2. Installing Unity and the OUYA ODK
- Installing the game engine
- Time for action – setting up Unity
- Downloading and configuring additional packages
- Time for action – downloading Java the Android SDK and the ODK
- Modifying the PATH variable
- Time for action – editing PATH on Mac OS
- Time for action – editing PATH on Windows
- Time for action – installing Android packages
- Configuring the USB connection
- Time for action – configuring the USB driver on Windows
- Time for action – exporting OUYA packages from Unity
- Time for action – importing packages into a new workspace
- Summary
- Chapter 3. Diving into Development
- Creating a 3D text prototype
- Time for action – manipulating the scene
- Time for action – creating and scripting 3D text
- Creating a custom function
- Time for action – writing a function
- Time for action – capturing data with return values
- Time for action – controlling functions with parameters
- Making our scripts interactive
- Time for action – adding keyboard interaction to scripts
- Deploying our code on OUYA
- Time for action – running your first test on OUYA
- Summary
- Chapter 4. Moving Your Player with Controller Input
- Creating an interactive marble prototype
- Time for action – setting the scene
- Time for action – importing a Unity input script
- Time for action – turning input into movement
- Time for action – movement with the OUYA SDK
- Adding additional functionality to our marble
- Time for action – adding button features
- Time for action – improving the camera
- Completing our game
- Time for action – adding a goal zone
- Summary
- Chapter 5. Enhancing Your Game with Touch Dynamics
- Using the touchpad to interact with buttons
- Time for action – creating a cannon prefab
- Time for action – creating an interactive button
- Time for action – adding an impulse force to a rigidbody component
- Using cursor data to add touch input to games
- Time for action – reading mouse position in Unity
- Time for action – creating a vector from cursor movement
- Incorporating touch data into your mechanics
- Time for action – hiding the cursor on the screen
- Time for action – creating a target for the cannon
- Summary
- Chapter 6. Saving Data to Create Longer Games
- Creating collectibles to save
- Time for action – creating a basic collectible
- Time for action – scripting the collectible
- Time for action – accessing the scripts on other objects
- Saving data with the Unity engine
- Time for action – saving data with PlayerPrefs
- Time for action – setting up a GUI Text object
- Time for action – counting cannonballs
- Time for action – checking high scores in a new scene
- Time for action – displaying high score values
- Saving data with the OUYA API
- Summary
- Chapter 7. Expanding Your Gameplay with In-app Purchases
- The different kinds of in-app purchases
- Setting up a product on the OUYA developer portal
- Time for action – preparing your game for in-app purchasing
- Coding in-app purchasing in your game
- Time for action – creating a purchase screen
- Time for action – creating your first purchase function
- Time for action – saving and loading successful purchases
- Time for action – reflecting unlocked functionality in games
- Adding polish with Unity Asset Store packages
- Time for action – adding explosions to your cannonballs
- Pricing your in-app purchases
- Picking a monetization model
- Summary
- Chapter 8. Polishing and Prepping Your Game for Deployment
- Meeting the OUYA content guidelines
- Time for action – containing game elements within the safe zone
- Time for action – creating icons for your game
- Polishing Unity projects in depth
- Time for action – creating a title screen
- Time for action – creating a loss screen
- Time for action – creating a tutorial scene
- Time for action – linking your tutorial to your game
- Creating a following camera in Unity
- Time for action – creating a following third-person camera
- Time for action – adding audio to your game
- Packaging your project for submission
- Time for action – creating your game on the developer portal
- Summary
- Chapter 9. Blazing Your Own Development Trail
- Expanding your skills with advanced challenges
- Time for action – creating a custom font with a text shader
- Time for action – creating a fire effect with a particle shader
- Time for action – saving the player's position
- Time for action – creating a reusable GUI Skin
- Time for action – making an automatically scaling GUI texture
- Time for action – adding realism to your scene with lightmapping
- Time for action – applying an ice Physics Material
- Popular game development methodologies
- Basic design patterns for larger code projects
- Getting started with version control
- Time for action – creating a BitBucket repository
- Time for action – preparing Unity for version control
- Time for action – making your first commit and push
- Finding your own answers to questions online
- Summary
- Appendix A. Pop Quiz Answers
- Chapter 2 Installing Unity and the OUYA ODK
- Chapter 3 Diving into Development
- Chapter 4 Moving Your Player with Controller Input
- Chapter 5 Enhancing Your Game with Touch Dynamics
- Chapter 6 Saving Data to Create Longer Games
- Chapter 7 Expanding Your Gameplay with In-app Purchases
- Chapter 8 Polishing and Prepping Your Game for Deployment
- Chapter 9 Blazing Your Own Development Trail
- Index 更新時間:2021-08-13 17:52:39