LEADER 05567nam 2200697 450 001 9910458344503321 005 20200520144314.0 010 $a1-84969-723-X 035 $a(CKB)2550000001306819 035 $a(EBL)1674851 035 $a(SSID)ssj0001295073 035 $a(PQKBManifestationID)11843672 035 $a(PQKBTitleCode)TC0001295073 035 $a(PQKBWorkID)11356040 035 $a(PQKB)11772608 035 $a(MiAaPQ)EBC1674851 035 $a(PPN)228023319 035 $a(Au-PeEL)EBL1674851 035 $a(CaPaEBR)ebr10875072 035 $a(CaONFJC)MIL612135 035 $a(OCoLC)880530765 035 $a(EXLCZ)992550000001306819 100 $a20140610h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aOUYA game development by example beginner's guide $ean all-inclusive, fun guide to making professional 3D games for the OUYA console /$fJack Donovan ; cover image by Suresh Mogre 210 1$aBirmingham, [England] :$cPackt Publishing,$d2014. 210 4$dİ2014 215 $a1 online resource (268 p.) 225 1 $aLearning by doing: less theory, more results 300 $aIncludes index. 311 $a1-84969-722-1 311 $a1-306-80884-7 327 $aCover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; 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 327 $aTime for action - editing PATH on Mac OSTime for action - editing PATH on Windows; Installing packages with the Android SDK; Time for action - installing Android packages; Configuring the USB connection; Time for action - configuring the USB driver on Windows; Time for action - export 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 327 $aTime for action - writing a functionTime 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 327 $aAdding additional functionality to our marbleTime 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; Creating the cannonball prototype; 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 327 $aTime for action - creating a vector from cursor movementIncorporating 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 327 $aUsing save data in multiple scenes 330 $a""OUYA Game Development by Example"" consists of different game application examples. No prior experience with programming is required. You will learn everything from scratch and will have an organized flow of information specifically designed for complete beginners.Using this book, you can get started with creating games without any game development experience. This book is perfect for anyone that wants to make video games but is unsure of where to start. It covers elements of game design, art, and programming comprehensively, and the engine used throughout all of the tutorials is very beginn 410 0$aLearning by doing (Packt Publishing) 606 $aComputer games$xDesign 606 $aComputer games$xProgramming 606 $aUser interfaces (Computer systems) 608 $aElectronic books. 615 0$aComputer games$xDesign. 615 0$aComputer games$xProgramming. 615 0$aUser interfaces (Computer systems) 676 $a794.81536 700 $aDonovan$b Jack$0927101 702 $aMogre$b Suresh 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910458344503321 996 $aOUYA game development by example beginner's guide$92082952 997 $aUNINA