Visual C# Game Programming for Teens

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Edition:   International Edition
ISBN:  

9781435458482


Pages:   352
Publication Date:   25 March 2011
Recommended Age:   From 12 to 17 years
Format:   Paperback
Availability:   Awaiting stock   Availability explained


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Visual C# Game Programming for Teens


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Overview

Learn how to create your own fully functioning role-playing game (RPG) with VISUAL C# GAME PROGRAMMING FOR TEENS! A true beginner's guide, the book covers each essential step for creating your own complete RPG using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. While some experience with Visual C# is helpful, this book is an introductory guide for readers who are new to programming or new to programming for games and want to learn the basics of RPG game mechanics. You will learn by studying the short examples in each chapter, building the complete RPG called Dungeon Crawler as you move from one chapter to the next, with new features and game play elements added in each new chapter. Along the way you'll discover how to load and draw bitmaps, create sprites, render a game world, keep track of inventory and character stats, and build tools including a level editor, character editor, item editor, and monster editor. And the finished Dungeon Crawler game includes all the source code and tools you'll need to make your own awesome RPGs with loads of cool features and functionality.

Full Product Details

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Imprint:   Delmar Cengage Learning
Edition:   International Edition
Dimensions:   Width: 18.60cm , Height: 2.70cm , Length: 23.10cm
Weight:   0.912kg
ISBN:  

9781435458482


ISBN 10:   1435458486
Pages:   352
Publication Date:   25 March 2011
Recommended Age:   From 12 to 17 years
Audience:   Young adult ,  Teenage / Young adult
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Awaiting stock   Availability explained

Table of Contents

Introduction. PART I: DUNGEON PREREQUISITES. 1. Welcome to the Dungeon. 2. Drawing Shapes and Bitmaps with GDI+ 3. Sprites and Real-Time Animation. 4. Collision Detection. 5. Playing Sound Effects and Music. PART II: BUILDING THE DUNGEON. 6. Creating the Dungeon Editor. 7. Rendering a Dungeon Level. 8. Adding Objects to the Dungeon. 9. Going Deeper into the Dungeon with Portals. PART III: EXPLORING THE DUNGEON. 10. Creating Characters and Monsters. 11. Dialogue: Trainers, Vendors, and NPCs. 12. Fighting Monsters, Gaining Experience, and Leveling. 13. Equipping Gear and Looting Treasure. 14. Populating the Dungeon. 15. Deep Places of the World. Index.

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1. So You Want To Be A Hero? 2. Building The Dungeon. 3. Editing The Dungeon. 4. Exploring The Dungeon. 5. Populating The Dungeon. 6. Creating The Player Character. 7. Fighting Monsters, Gaining Experience, and Leveling Up. 8. Creating The Bad Guys. 9. Finding and Picking Up Loot. 10. Managing Your Character's Inventory. 11. Linking Dungeon Levels Together. 12. Creating the Spawn Town . 12. Saving and Loading The Game. Appendix A: Interlocking Gameplay. Appendix B: Designing Your Own Dungeon Crawler Game.


Author Information

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

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