1.

Record Nr.

UNINA9910970681603321

Autore

Hartlef Michael

Titolo

Monkey game development : beginner's guide : create monetized 2D games deployable to almost any platform / / Michael Hartlef

Pubbl/distr/stampa

Birmingham [England], : Packt Pub., 2012

ISBN

9786613555496

9781280377587

1280377585

9781849692090

1849692092

Edizione

[1st ed.]

Descrizione fisica

1 online resource (403 p.)

Collana

Learn by doing : less theory, more results

Disciplina

004.019

794.8/1526

Soggetti

Video games - Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.

Nota di contenuto

Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Monkey-Huh?; Game development for the rest of us; Cross-platform development; Compiler or translator?; The Monkey toolbox; Time for action - installing Monkey; Please welcome... Monk; MSERVER-Monkey's own web server; Let's have a little playtime; Time for action - playing Pirate TriPeaks; Time for action - playing Surviball; Playing to have fun, playing to study; So let's go for something big? No!; The alternative; Time for action - read the manual

The Trans tool and the supported target platformsHTML5; FLASH; iOS; Android; XNA; GLFW; The Monkey standard modules; Lang; Lists; Map; Math; Random; Set; Stack; Mojo - The 2D framework/modules; App; Audio; Graphics; Input; Monkey is extendable; Your own modules; Native source code; Third-party modules; Your own targets; Your game is easily portable; Summary; Chapter 2: Getting to Know your Monkey-a Trip to the Zoo; Call the Monk and start praying-the Monkey IDE; Why learn about Monk?; Starting up Monk; Monk's user interface; The toolbar; The code editor area; The info box



Time for action - opening a sample scriptWhere is my navi?; Time for action - navigating to the Main() function; Save... save... save!; Time for action - saving a script; Projects-bringing in some organization; Time for action - creating a project; The Monkey programming language; Time for action - Monkey's Hello World; Running your first script in a browser; Our first little game... PONGO; Time for action - the basic structure of your game; Pongo's data structure; Time for action - adding some data fields; Time for action - rendering the game field

Time for action - drawing the ball and the paddlesTime for action - player paddle movement; Time for action - moving the enemy paddles; Time for action - moving the ball; Time for action - controlling the ball with the player's paddle; Time for action - letting the enemy paddles fight back; Time for action - acting on the different game modes; Exporting your game as an HTML5 website; One more thing... comment your code!; Summary; Chapter 3: Game #2, Rocket Commander; The game objects; The basic file structure; Time for action - building the basic file structure of the game

Hold that data-RocketCommander's data structureTime for action - creating the general data structure of the game; Detailing the Update process; Time for action - detailing the Update process; Detailing the Render process; Time for action - detailing the Render event; Enhancing the OnCreate event; Time for action - detailing the OnCreate process; Let's build some cities; Time for action - building some cities; Implementing the city class into the game; Time for action - changing the gameClasses file; Modifying the RocketCommander class; Time for action - spawning some cities in the game

Rendering the ground and the cities

Sommario/riassunto

The first two chapters will provide you with grounding in Monkey. In each subsequent chapter you will create a complete game deployable to either iOS, Android, HTML5, FLASH, OSX, Windows and XNA. The last chapter will show you how to monetize the games so you can be commercially successful in the app development world. Do you want to quickly create games deployable to all the major desktop and mobile platforms?, if so look no further. You will learn how to utilize the highly versatile Monkey compiler to create 2d games deployable almost anywhere. No game development or programming experience i



2.

Record Nr.

UNINA9910959511803321

Autore

Carlson Paul Howard

Titolo

The buffalo soldier tragedy of 1877 / / Paul H. Carlson

Pubbl/distr/stampa

College Station, : Texas A&M University Press, c2003

ISBN

1-299-05224-X

1-60344-669-9

1-58544-877-X

Edizione

[1st ed.]

Descrizione fisica

1 online resource (192 p.)

Disciplina

355/.0089/960730764

Soggetti

Comanche Indians - Wars

Frontier and pioneer life - Llano Estacado

Texas History 1846-1950

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Bibliographic Level Mode of Issuance: Monograph

Nota di bibliografia

Includes bibliographical references (p. [161]-168) and index.

Nota di contenuto

Intro -- Contents -- Illustrations -- Maps -- Preface -- Chapter 1. Land of Sunshine and Space -- Chapter 2. Bison Hunters and Rath City in 1877 -- Chapter 3. Comanches and Settlers in 1877 -- Chapter 4. Buffalo Soldiers and the Army in 1877 -- Chapter 5. Onto the High Yarner -- Chapter 6. The Thirsting Time -- Chapter 7. Down off the High Yarner -- Chapter 8. Back from the Dead -- Dramatis Personae -- Notes -- Bibliography -- Index.

Sommario/riassunto

The year 1877 was a drought year in West Texas. That summer, some forty buffalo soldiers struck out into the Llano Estacado, pursuing a band of raiding Comanches. Several days later they were missing and presumed dead from thirst. Although most of the soldiers straggled back into camp, four died, and others faced court-martial for desertion. Here, Carlson provides insight into the interaction of soldiers, hunters, settlers, and Indians on the Staked Plains.