Buildbox 2.x Game Development

· Packt Publishing Ltd
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Գնահատականները և կարծիքները չեն ստուգվում  Իմանալ ավելին

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Build rich, high production value mobile games and distribute them across different platforms with BuildboxAbout This BookCreate captivating 2D & 2.5D (isometric) video games for all platformsLeverage Buildbox to monetize and prepare your games for distributionThis step-by-step tutorial will get you generating complex and media rich games with no coding experienceWho This Book Is For

This book caters to those who have an interest or desire to create their own mobile games either as a hobbyist or who are looking to enhance their skills as a professional games developer. No coding experience is required.

What You Will LearnCreate the illusion of a 3D background in your game using parallaxAdd advanced controls and obstacles to our first worldDevelop assets (graphic and audio) for the Buildbox engineDesign games based on the capabilities and limitations of Buildbox and their target platformsCompile and distribute video games on various channels such as Steam, iOS store, Android stores, and the Mac App StoreOptimize your games to get the absolute best quality within platform restrictionsConquer common issues experienced with Buildbox developmentIn Detail

Buildbox is an “any skill level” development platform to develop video games with no coding experience. It also exports these games to be compiled for any platform (from Windows to Mac to iOS to Android and Blackberry) all using the same graphic user interface.

Using an example as a tutorial, we will relate the driving principles and you'll see how you can implement these principles to develop any games on the platform. We begin by setting expectations and providing a brief overview of the software. But it's not long before you “dive in” to creating your first video game. You will actually have a playable level (“world”) by the end of the second chapter.

Later on, you'll learn everything from basic graphics creation to advanced world design while you refine your first game, called “Ramblin' Rover.” All along the way, you will see how certain functions could be used in tandem to create other types of games; hoping to spark imagination. We will follow the principles and process of monetization through ads and in-game rewards.

Lastly, we will go through the process of exporting, compiling, and preparing your storefront to sell the games you will eventually create.

Style and approach

This book follows a tutorial-based approach that teaches through examples, while also providing the necessary principles to enable you to abstract these principles into any game you want to make.

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Ty Audronis has been creating games and interactive experiences on computers since 1980. When other children were earning money for trips to convenience stores and arcades by raking leaves or mowing lawns, Ty was helping neighbors buy computers, and programming games for the neighborhood kids on an Atari 800 computer. In the 1990s, Ty was introduced to the Internet and was attending California State University, Chico, as a visual effects major. He had an epiphany; one day there will be no difference between film, television, games, and the Internet. Everything will converge. As a result, Ty diversified his education (and career) into all things media. Luckily for Ty, he was right. He's worked on several apps and games for various clients using several different development platforms. Ty has worked in many great institutions (from Frog Design to California Academy of Sciences and beyond). Ty has been recognized in several industries for his artistic and technical exploits and abilities. These include studio design, workflow design, post-production for TV/film, marketing, digital design and development, and even as a drone pilot and builder. Ty has authored two other books for Packt Publishing: Lightning Fast Animation with Element 3D and Building Multicopter Video Drones.

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