Book Description
Basic Game Design and Creation for Fun & Learning teaches you how to make your own computer games-- no programming skills required! Whether you're a game player who wants to try making your own games or a teacher who wants to provide a new way for students to learn, you'll find everything you need to get started! Basic Game Design and Creation for Fun & Learning breaks the complex process of game design into an easy-to-follow, step-by-step format. Each chapter helps you create a 2D game using the popular game development software, GameMaker 6.1, and each game project provides reference figures and sample demonstrations, so that you can track your progress as you go. Throughout the book, you'll find real-life examples to explain advanced concepts that would otherwise frustrate beginning game designers. This storybook approach allows you to learn just what you need to get started making your own games quickly, while giving the basic skills you need for creating any kind of game. So if you want to get started turning your own game ideas into reality, or you're thinking about a career in game creation, this is the place to get started!
Customer Reviews:
Good starting book to learn GameMaker.......2007-08-06
I bought this book for my kid to learn GameMaker. A very good book for beginners.
Book VB.......2007-02-18
The book did finally arrive 3-weeks after school began., which at that point it was not help to me. It did arrive in good condition as stated, but the shipping was ridiculous. I would not order from this seller again.
Good Way to Get Started.......2006-03-28
This is a welcome addition to the game development bookshelf. It is oriented to having youngsters begin designing games. If you have a young boy or girl, and they are into playing games on a PC, this book is intended to get them into designing their own games.
The book uses, and supplies a copy on the CD-ROM, Game Maker software. This is a 2D game development system that allows for the creation of games without requiring programming. Building a game, hoever, is not unlike programming. You have to define what the characters look like, you have to define what they can do. You are doing a lot of the same logic that programming requires.
Perhaps your little game player can be made into a game maker. And just possibly he or she will learn something about computers while they are developing their own game. Possibly this will give them an introduction into what they want to do later in life, not necessarily design games, but almost any task in the computer industry.
I know of no other books that take this approach, and I like it.
Excellent Book.......2006-03-23
Tired of your kids playing video games? Buy this book.
Easy to follow, my 10 and 14 year olds are using this book and having a great time. It is has step by step instructions. They are having fun designing and creating their own game.
No prior experience necessary.
I hope that more books like this are in the works.
Book Description
If you?re interested in jumping into the exciting world of game programming, then you?ve found the perfect book! "Game Programming for Teens" doesn?t expect you to have any experience with programming. You?ll learn everything you need to know along the way. You?ll use Blitz Basic, an easy-to-learn programming language that the author will teach you. As you work your way through the book, you?ll learn everything you need to know to create a complete game. Graphics, animation, sound and music, and artificial intelligence are all covered. By the end of the book, you will have created your very first computer game! Game programming doesn?t have to be difficult. With a copy of this book and your own curiosity, you?re off to the perfect start.
Customer Reviews:
You have to pay to play.......2006-11-13
This book is ok if you are not serious about game programming. My biggest issue is that you cannot run the programs from the book on another computer. If you want to do that, you have to log on to their web site and pay a lot of money for it. The fact is that I can get a semi-professional IDE from Microsoft's web page for free. This will compile and create EXEs that I can run on any computer. I can also program in C++ which is the language that almost all video games are programmed in. Microsoft's IDE also has an excellent debugger. If you are serious about game programming, or programming in general, I recommend learning and practicing on the real thing.
A great starting point.......2006-05-04
Perspective
Short: I am writing this review from the perspective of a high school student who started with Blitz, went on to a more advanced language, and is now revisiting Blitz again.
Long: When I first picked up the book, I was a high school student with no prior programming experience. I had written code before, but it was HTML so I didn't actually write programs.
I abandoned Blitz for a while when I finally got the chance to take a programming class(C++) in school and have recently returned and thus revisited the book to brush up. I took this oppertunity to write a review here.
C++ is a more advanced, powerful, and widely used language but I still use Blitz to make simple games because it's hard to get good graphics in a C++ compiler without costly graphics pacakges to go with it.
Opinion
Short: The book is very intuitive and well written. The author does a very good job at explaining things and the book is very well paced. When going to a more advanced language I was helped significantly by the concepts I learned when using Blitz. I would highly recommend this book.
Long: When I first got this book, I thought programming would be a daunting task. This book goes through it very well and has a nice pace that keeps you from getting overwhelmed. The author writes very clearly and is very good at explaining concepts. This is a great book to get started with programming.
When I dropped this because I started programming in C++, I found transfering languages easier than I had hoped. I learned a lot of basic concepts in Blitz and was able to take many of them over into C++.
For a short time, the only real changes that I experienced were different syntax between the two languages and some other basic priciples (such as library functions) not used in Blitz. By the time I got to a point where most of the material I was learning had no equivalent in BLitz, I had been using C++ long enough not have any problems.
Conclusion
Short: It's a great, well written introductory book for those looking to program for fun or those who want to go further but need a good starting point.
Long: When I got this book, my purpose was to get something to introduce me into programming in a simple, easy to understand manner. I am happy to say that it works very well for this purpose. The Blitz language will not carry you especially far but if you are in it for fun or are just looking for a starting point, this will work very well. I still program with it myself a bit even after learning a more advanced language.
Great Book.......2005-11-29
This is a great book for any beginner. Within one week, i had made my first arcade game! This is a great beginners book for anyone who wants to learn to make their own game. This book expects you to come on with ABSOLUTELY NO EXPERIENCE AT ALL!
This book presents you with a complete game within the first 10 pages, and shows you over the course of the book how everything works.
It shows you every function and every line of code step by step.
Awesome book!
Awesome Book! .......2005-09-29
When I read this book I learned a lot about game programming and I'm planning to buy more books on it. It teaches you a lot about the Blitz BASIC language. I was able to create my own game within three days after I had finished reading this book! If you're interested in the world of game programming, this is the book that'll get you started!
A+ book for total beginners.......2005-09-10
Great book for beginner programmers who want to learn how to game progrom with blitz basic.
Book Description
You've played plenty of games. Now it's time to create your own! "Game Programming for Teens, Second Edition" helps you develop the skills you need to create every element of your first video game - from graphics and animation to sound and music. You'll even learn how to incorporate artificial intelligence. You don't have to have any programming experience to get started. You'll learn everything you need to know along the way using BlitzPlus, an easy-to-learn programming language that the author will teach you. By the end of the book, you will have created your first computer game. Game programming doesn't have to be difficult. With a copy of this book and your own curiosity, you're off to the perfect start!
Customer Reviews:
quite surprised by other review scores..........2007-03-10
I really didn't like this book. It was written oddly, and doesn't teach you that much (which may have more to do with the fact that the programming language taught is really simplistic). The programs included are limited demos, and the final project (Invaderz!!!-what a wonderful name >_>) is not even explained in the book.
Nice book. Read it. NOW!!!.......2006-10-14
This was my very first game programming book. Eversince I have read 2 other books about programming, and am working on two more.
Not only does this book give you a very good head start in game programming, it also gives you a sense of pride in programming. I don't know why, but it's just how the author explained everything.
Overall, the book is very well put together, and it gives you a basic head start in programming in genaral.
But be warned. If you want to do some 3D programming, this is not the book for you. It will only teach you the basics in both programming, and a little in graphics. Don't get me wrong, it teaches enough graphics to make a fine game. But you it doesn't teach you anything about maps, side scrolling, or other gene's. The only genre it really teaches would be like a space shooter.
Use this book for a beggining in programming. Don't stop here though. Find another source that can teach you other programming techniques and languages.
5 stars, all the way.
A good starting point.......2006-05-04
Short: I am writing this review from the perspective of a high school student who started with Blitz, went on to a more advanced language, and is now revisiting Blitz again.
Long: When I first picked up the book, I was a high school student with no prior programming experience. I had written code before, but it was HTML so I didn't actually write programs.
I abandoned Blitz for a while when I finally got the chance to take a programming class(C++) in school and have recently returned and thus revisited the book to brush up. I took this oppertunity to write a review here.
C++ is a more advanced, powerful, and widely used language but I still use Blitz to make simple games because it's hard to get good graphics in a C++ compiler without costly graphics pacakges to go with it.
Opinion
Short: The book is very intuitive and well written. The author does a very good job at explaining things and the book is very well paced. When going to a more advanced language I was helped significantly by the concepts I learned when using Blitz. I would highly recommend this book.
Long: When I first got this book, I thought programming would be a daunting task. This book goes through it very well and has a nice pace that keeps you from getting overwhelmed. The author writes very clearly and is very good at explaining concepts. This is a great book to get started with programming.
When I dropped this because I started programming in C++, I found transfering languages easier than I had hoped. I learned a lot of basic concepts in Blitz and was able to take many of them over into C++.
For a short time, the only real changes that I experienced were different syntax between the two languages and some other basic priciples (such as library functions) not used in Blitz. By the time I got to a point where most of the material I was learning had no equivalent in BLitz, I had been using C++ long enough not have any problems.
Conclusion
Short: It's a great, well written introductory book for those looking to program for fun or those who want to go further but need a good starting point.
Long: When I got this book, my purpose was to get something to introduce me into programming in a simple, easy to understand manner. I am happy to say that it works very well for this purpose. The Blitz language will not carry you especially far but if you are in it for fun or are just looking for a starting point, this will work very well. I still program with it myself a bit even after learning a more advanced language.
Good Book, Deceptive Marketing.......2006-03-01
The reviews for the first edition of this book, and its software, were very positive. I bought it for my kids shortly after the second edition came out. This edition of the book is useful, but the software--supposedly the key to making the book work, since it is supposed to allow you to actually design games as you go along--is advertised on the back of the book as being unlimited, and it's not unlimited. It's a demo that expires after several uses. Supposedly there's an unlimited version on the author's web site; good luck finding it.
Followup: I'm told the URL for the software is at www.maneeshsethi.com/BlitzPlusDemo.exe but I haven't used it yet to see if it's completely unlimited, or just has more uses.
Great for 2D Programming, Not for 3D Game Programming.......2006-01-23
Being that I am 25 years old, I have learned a lot for game programming from this book. Also, I own Blitz 3D, which is perhaps Blitz's best language. However, all of the code from this book is geared more towards 2D, which is good. However, I was hoping that Maneesh would have covered more with the 3D aspect, as most good games these days do involve the third dimension.
Needless to say, this is perhaps the best game programming book for the beginner/hobbyist. You can create SNES/Genesis-quality games right out of the box with no problem. If you are a great artist, you can even make games comparable to today's console games, if only Maneesh would've covered more detail towards Game Programming in Blitz 3D. Great start to starting a hobby in making your own games, and it really has me sold on this book. I'm hoping that more books can come with this simplicity, and it's perhaps the most defined code I've used.
Bottom line, good job Maneesh, great book, but just include some game code for the 3D version of Blitz in your Third Edition.
Book Description
You might have a truly amazing idea for a game, but do you know what to do with it? Transforming your idea into an actual game can be a daunting task. You must have an understanding of game art, programming, audio, and business in order to produce the solid game design document that can turn your really cool idea into a really cool game. "Game Design for Teens" is here to help you develop the skills you need to do just that. Study several real-world examples and learn from the experience of industry professionals as you focus on the techniques and elements that go into creating a game design document. Get ready to set your idea into motion as you turn it from a concept into a reality!
Customer Reviews:
Good Place to Start.......2007-01-12
I'm not a game design expert. I'm not in the gaming industry at all, except as a consumer. My son, on the other hand, has expressed a desire to "play test games" as a career. I thought, okay, let's check it out.
Game Design for Teens is an introduction to the game design world (a complex, very technical realm), with the purpose of creating a game design document.
Good: This book is written to the level of its intended audience.
Good: It includes many good/relevant graphics.
Good: Not designed to be a science book.
Good: Keeps to the purpose/focus of the book with many good/relevant anecdotes.
Other: It is a bit verbose/complex at times.
Impressions: Good for young people interested in game design/development.
Sincerely,
JMS
Too general.......2006-01-10
This book is far too general to be useful to anyone. There are far better books that address this topic.
Table of Contents.......2005-03-07
From the publisher's Web site.
Features
#The third installment in the popular line of For Teens books.
#Covers the complete game design process, from idea, to design document, to development of the game.
#Provides samples from real game design documents.
#Helps readers develop the skills they need to express their game ideas clearly and thoroughly.
#Examines game design theory as it applies to the different game genres.
Table of Contents
1. What is Game Design?
2. What is a Game Designer?
3. The Design Document
4. The Game Idea
5. Creating the High Concept
6. Visualizing the Game
7. Designing Audio
8. Game Flow
9. Interface Design
10. Technical Design
11. Schedules and Budgets
12. Special Considerations
Appendix A: Design Document
Book Description
Unreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament. It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor. You'll begin with programming basics and will then quickly progress to creating elementary events and games within the modification framework provided by Unreal Tournament. This book does not involve actual game play with Unreal Tournament, but rather focuses on how to derive classes from the classes in the Unreal Tournament class hierarchy, how to use features of the Unreal Level Editor, and how to work with the syntax of UnrealScript. Using the skills you develop as you work through the book, you can begin exploring how to program a number of events characteristic of Unreal Tournament.
Customer Reviews:
A good start for the complete novice.......2007-03-26
This must have been a tough book to write. The authors chose a daunting subject--the Unreal scripting language--and attempted to present it to an audience unprepared for its complexities. That isn't to say that the "teens" in the title can't be capable and intelligent or that there aren't many talented programmmers among their ranks. It's the book's premise, however, that it will teach the rank amateur to write Unreal script, which turns out to both be the book's strength and its weakness. On the one hand, it starts by assuming no previous experience with the Unreal engine or programming and begins by building a strong foundation of good programming practice. On the other hand, it means that this slim volume (it's not quite 300 pages long) tries to do a whole lot of things at once.
The book starts with a whirlwind introduction to programming, the Unreal Editor, and even the architecture of the game itself. It shows how to set up the game and editor for scripting, and gives a quick tour of some features of the editor that the new scriptor will want to know. It then gets the reader scripting with the creation of a new type of trigger derived from an existing one in-game, a simple "Hello world" that's a cool little in-game start. Next, it gets into making new classes and instancing them in the triggers, using a script to check the state of an in-game character (i.e. a pawn), and then doing some basic programming like using conditionals, casting, and so on.
The problem is, it never really gets at the things that many new programmers to Unreal Script probably want to do. Since it covers so many of the basics, it doesn't get much past the point of simple triggers that spur simple events in the game, like showing a short text message on-screen, and it isn't until the final two chapters that the user starts writing scripts that actually interact with visual and audio elements of the game.
Now it's true that the author goes into some depth on scripting topics and offers plenty of variety and complexity about the triggers and how they can affect what goes on in the game. You'll learn how to derive new classes from old and how to use classes together to make clearer code and accomplish more complex tasks. You'll also learn programming essentials like conditionals, loops, arrays and structs. A clever programmer will be able to take this experience, go to a place like the Unreal Developers' Network, and come up with plenty of exciting scripts. It would have been nice, though, to see some of this stuff in the book. If you compare this to Shawn Holmes's book _Focus on Mod Programming in Quake III Arena_, you'll see what I mean. Holmes starts out by throwing the reader right into the middle of the action by tweaking a weapon in a way that teaches basic concepts while also showing the user how to do things he/she might really want to do in a mod. It's a much steeper slope to start out on, but it's a rewarding one.
The CD-ROM that comes with the book includes the code examples, simple Unreal maps to use them in, and
for some reason, one appendix of the book in .pdf format. There seem to be a few more code examples that expand on what's in the book, but not much at all.
So to sum up, this book gives new and inexperienced programmers a solid foundation in UnrealScript. The projects really feel like the kind of stuff you'd do in a beginning Computer Science class. But it's then up to the individual to take the next step and go to other sources for more information on how to make his or her own flashy UT2k4 mods. If you're really new to programming, this is book is likely a good choice. It will get you started and help you understand the tutorials you'll later read on-line. If you're a more experienced programmer and terms like "composition," "data types" and "member variables" are old hat to you, you'll probably do better going directly to the UDN or even working with the 3DBuzz VMTs. They'll jump you right into Unreal scripting without so much of the basic programming review.
Be sure to check the publisher's site (Thompson Course Technology) for a complete table of contents.
Average customer rating:
- I have been looking for a book like this, a VB.Net perspective
- VB6 is alive and well!
- Good Book
- VB6 DEAD ?
- It is a book about DirectX 8 you VB6 Basher
|
Visual Basic Game Programming For Teens
Jonathan S. Harbour
Manufacturer: Course Technology PTR
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Binding: Paperback
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ASIN: 159200587X |
Book Description
Get ready to create your first complete 2D-based role-playing game using Visual Basic 6.0. If you have experience using Visual Basic, you already have the essential skills that you need. You will learn, step by step, how to construct each part of an RPG game using DirectX components such as Direct3D. As you work your way through the book, you will write short programs that demonstrate the major topics in each chapter. Dive into the exciting world of game programming, learn how to write your own code, and take complete creative control over how your game operates. Let your imagination loose as you create amazing new adventures!
Customer Reviews:
I have been looking for a book like this, a VB.Net perspective.......2007-04-12
Overall I find this book good at what it advertises to be, a tour through the process of making a DirectX game in VB that would be very interesting and appealing to a novice programmer (teen). The game is a simplified 2d rpg/adventure game, called `Celtic Crusader'. While functional, in the interest of simplicity and time by the author's own words it isn't a fully featured game, it lacks features such as character inventory or network play.
If you are looking for detailed information on DirectX, this is not the book. This book does not explain the DirectX methods used, or even display their signatures, it just tells you what the routine you are coding does as a whole, and gives you the code.
I currently work in VB.Net, but I am experienced in the last few incarnations of VB, so the conversion of the provided code examples into VB.Net is not much of a problem. I would say someone familiar with VB.Net but without experience in VB6 will not have much problem; in fact the DirectX method calls in VB.Net are more logical than in VB6.
For example
d3ddev.Present(ByVal 0, ByVal 0, 0, ByVal 0)
becomes
d3ddev.Present(Handle.zero,Handle.zero, 0, Handle.zero)
If you pay attention to the intellisense balloons then the DirectX method calls are fairly easy to figure out.
The author doesn't fully qualify all his references, so be aware and supply the appropriate qualifacation for the constants. Be sure to Imports DxVBLibA
For example
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD
becomes
d3dpp.SwapEffect = CONST_D3DSWAPEFFECT.D3DSWAPEFFECT_DISCARD
The VB side of the code is the same (an If-Then is still If-Then) except that you will need to recognize form events as such by their names instead of their handles keyword.
The DirectX8 for Visual Basic type library reference is still available with DirectX9.0c in VB.Net (just look under the Com tab when adding the reference) and seems to work fine in XP (I have tried it on 3 different machines.) I have not worked through the entire book yet, but so far I have not had any problems with compatibility.
This book is thinner than the typical programming book (tome) you normally find. It leads the reader directly through the creation of this adventure game, cutting out many side details as mentioned earlier. However, I find it delivers enough to create a decent working game, and a nice resource for a programmer looking for straightforward code examples.
VB6 is alive and well!.......2006-09-03
Don't believe those that tell you VB is dead, vb is still alive and well! Just look at Microsoft Access 2003(A database program)when you build advance coding in it you are using vb language,even in the latest Access edition, VB is still there. Just visit your local book store, you will still see VB books out there. Another proof that VB is still alive, look at many E-commerce shopping carts, many of them are build in VB, and they are functioning with great precision.
The book is intended for the teenager that wants to explore programming in a fun, and easy method, and Vb can deliver that without advance codes that will make a teenage kid left in the dark. It will give them the opportunity to learn to write simple executable codes, once they do that, then they can move on to Vb.net or C++. And with that, the author would accomplish his/her mission, and that is teaching a young mind.
Go ahead buy the book, play with the codes, and have fun!
Good Book.......2006-04-18
Just started programming and VB seems like a good place.
Johnathan rambles on a bit to much about maps but I learned alot. Rich D
VB6 DEAD ?.......2006-03-26
Helloooo! VB 6 is dead!
<--------- You are in denial.
First off VB will never leave you in the dry.
1. VB is owned by Microsoft and will never be ported to Linux or Mac.
2. VB has continued to have new releases.
3. C++ uses directx just like the rest of programming languages for games.
4. VB dominates in database programming. [MMO] Game DataBase!
5. It is possible to code in VB, that can run faster than C++.
6. Most people who bash VB do not know how to code in it and claim it to be for beginners when they only seen the dev. Fact is VB can do anything C++ can if you know how to code it.
7. So i say read and know what you are talking about before shooting off at the lips about something you have no clue about. Try looking at the development and then retract your comment.
It is a book about DirectX 8 you VB6 Basher.......2006-03-02
The VB6 basher above ignores that fact that VB6 isn't dead especially to those who already know it - did our compilers stop working when Microsoft stopped supporting it? Did they ever REALLY support it? Remember, VBA6 is still the core of Office 2003 and unless MS wants to break the entire financial industry it will be around for a long time.
If you know VB6 this book is a great way to quickly introduce you to DirectX and take advantage of its graphics capabilities. I could already program conventional apps in VB fairly well (newsreaders and such) as well as make API calls to do things VB won't do on its own but had never worked with Bitmaps and Sprites. If this sounds like you this book is just what you need to gain an understanding of 2D techniques. The book took me a weekend to finish and I had already begun extending his sample code before finishing chaper2.
Don't listen to cynical VB bigot amazon trolls. The book was worth the money.
-M
Average customer rating:
- Fun and Entertaining
- Great book for novice programmers!
- Learn Basic programming concepts before reading this book.
- Great!
- 3D Programming for Teens - well, actually for anyone!
|
3D Game Programming for Teens (For Teens)
Eric D. Grebler
Manufacturer: Course Technology PTR
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ASIN: 159200900X |
Book Description
"3D Game Programming for Teens" is a comprehensive, step-by-step introduction to 3D game programming for both teenagers and non-programmers. Organized into three parts, the book begins with an introduction to the game development industry, the game development process, and game engines including WildTangent. Part two covers JavaScript and Web programming and illustrates multiple concepts including variables, loops, and arrays. The final part of the book brings all of the concepts learned together, as you incrementally build a 3D game as each skill is introduced. "3D Game Programming for Teens" assumes no prior programming experience and focuses on teaching the basic skills needed to build a simple 3D game. Once you have mastered the basics, you can apply each skill to more complex game engines and game building. Helpful definitions, examples, sample code, and a hands-on tutorial approach make the book a simple yet complete introduction to 3D game programming.
Customer Reviews:
Fun and Entertaining.......2007-10-21
This book was easy to read and understand. Lives up to it's intended purpose, which is to teach the basics of 3D game programming. I liked the fact that the CD contains a demo copy of Blitz3D, which, does not time out. It also contained lots of demo code, that you can study, and other useful software for creating graphics and 3D models. Buy this book along with Maneesh Sethi's "Game Programming For Teens" and you will have a solid foundation to build on.
Great book for novice programmers!.......2007-03-09
For a long time i've been looking for a book that offers a good, easy-learning hands-on approach on Blitz 3D programming, and this is it! The book is very versatile since it is not only focusing specificly on coding, but also what's the essence of a good game. It gives a brief history of gaming history, telling you what it takes to make you a successful game programmer and how to bring your own ideas to life. After reading this book there is one thing that i feel that i would like to see, a follow-up! This book left me craving for the learning of some more advanced programming techniques since it tend to be overexplicit to some extent (which actually is a good thing if you are REALLY new to programming!). Nonetheless, if you want to learn how to be a successful programmer, regardless of your present programmings kills, this book is definitely a good start. Every game-programmer can read this book and learn something new, and they will have a enjoyable time doing so!
Learn Basic programming concepts before reading this book........2006-10-14
In my opinion, this book is very out of order. The author teaches you concepts about 3D programming, before he acually tells you the basics about programming. So throughout the whole book, you don't understand why or what you are typeing. I was able to understand the book very well, only because I have been programming for a bit already. If you'd like to learn basic 3D programming, this is a very good book. Just read a few other books about programming before you read this. It will make understanding this book much easier. I'd recommend "Game Programming For Teens 2E", it's the first programming book I read. And that book is very well put together, unlike this one.
Great!.......2006-09-01
I have been trying to get a hold of a great step-by-step book on 3D programming that goes in great detail. If that's the kind of book that you're looking for, then this is for you. After thoroughly reading this book, I finally defeated the first obstacle of 3D computer programming and learned a bit of history, too.
3D Programming for Teens - well, actually for anyone!.......2006-07-03
Don't let the run down of this book fool you. Despite what the read-up states, this book appears to concentrate on coding in Blitz3D - a fantastic 2D and 3D program, capable of producing excellent results very quickly.
This book appears to cover all the basics required to get you up and running and creating your very own 3D games using the tools available on the included CD (demo versions of Blitz3D, 3ds Max8 and CorelDRAW). Following the easy to read prose, you will discover how to create a real 3D game from the foundations up, including game design, graphics, sound, modelling and gameplay techniques, hints and tips.
Whilst this book is about programming computer games, it also deals with the history of gaming - although this limited to videogame consoles and ignores home computers completely - something which I find very odd, seeing as home computers such as the ZX Spectrum, C64, Amstrad CPC, Commodore Amiga and Atari ST and even PCs etc. allow(ed) people to actually create their own games at home - something no consoles ever did.
However, the information contained within the first sections are accurate, up-to-date, but very brief. The author does rightly state that to cover gaming achievements and machines etc. would take a book in itself, but still omitting home computers is strange in a book based on programming.
The book is easy to read, and is squarely aimed at beginners to programming 3D games - whether a teenager or not.
Whilst this book shows you how to code a game in Blitz3D, it does not attempt to actually teach 3D programming, rather it just uses the 3D commands etc. within Blitz3D - you will not be able to create your very own FPS or other 3D game in a different programming lanaguage.
The book contains numerous photos and diagrams which help to describe what you should be seeing whilst working through the book and clearly explains the tools that you will be working with.
Overall, a great book for anyone that is new to programming and/or interested in creating their very own 3D games, no matter what your age. Ideal for beginners.
Book Description
Do you want to learn how to create awesome art for games? The kind of art that you see in the games you play at home? Now you can! "Game Art for Teens, Second Edition" gives you real-world instruction in creating 2D and 3D art for games. Each chapter is full of step-by-step projects that show you in detail how to game art is created so that you can get started applying your new skills right away. Every project includes easy-to-follow examples that help you master each concept, making it easy to put what you've learned to use in your own games. You'll begin with the basics - from 2D art creation and animation to 3D models, lighting, and reflections. Set the scene for your game by creating realistic settings, including buildings, terrain, rooms, and corridors. Draw players into your game by designing, developing, and animating compelling characters. Bring it all together as you cover game platforms and technical limitations. Get ready to start creating your very own game art!
Customer Reviews:
Game Art for Teens, Second Edition.......2006-02-11
So far this is a very good book... except the figures in
the book are too small.
Eg, "Create a polygon cube of the dimensions shown in
Figure XX.XX" is given though the image is so small
that you can't read the numbers. The sliders are helpful
for some figures giving a hint at what the number should be.
Suggestions as to fix this problem are as follows. This
font size problem which if it was present in the first
version really should have been fixed in this 2nd version.
1) Use a magnifying glass but it's still too small to
read. You can see things like slider position and vertex
position though.
2) Scan a page with 300dpi or 500dpi but the quality of
the printed figure isn't good enough for you to read the
scanned version. And it takes too long to scan at that dpi.
3) Put the figure images up on a website like the author's
website or publisher.
4) Put the figure images on the CD that accompanies the
book. There's probably plenty of room on the CD.
But the pros of small figures is that you press every
widget on the user interface relating to the figure...
That as compared with just entering the numbers if a
readable figure.
Average customer rating:
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Microsoft Visual Basic Game Programming for Teens, 2E
Jonathan S. Harbour
Manufacturer: Course Technology PTR
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Visual Basic Game Programming For Teens
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Game Art for Teens, Second Edition
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Game Programming for Teens, Second Edition
ASIN: 1598633902 |
Book Description
If you have basic programming experience, this book is your ideal guide for writing games using Visual Basic .NET and Managed DirectX 9. This Second Edition includes almost entirely new coverage. While coverage of game design and 2D artwork remain, this edition includes more detailed coverage of the DirectX game code and utilizes the free Visual Basic 2005 Express Edition compiler. A true beginner's guide, this book covers each essential step for creating your own complete role playing game, including a character creation screen and a combat system. This book serves as a comprehensive introductory guide for readers who are new to programming or new to programming for games.
Average customer rating:
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Torque for Teens
Mike Duggan
Manufacturer: Course Technology PTR
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ASIN: 1598634097 |
Book Description
There was a time that programming computer games was considered a hobby for geeks only - but not anymore. The popularity of computer games continues to rise and today's players are realizing how cool it is to not only play the game, but to try their hand at creating it. Now you can learn how to create your own games using the popular Torque game engine from GarageGames. With the Torque game engine, you're in control. Decide where you want to go and who you want to play. You can build a fun, unique game to share with your friends or play online. Torque for Teens covers the fundamentals of implementing design and code in a creative blend of writing, programming, artwork, and testing. It provides a fundamental framework that every game designer should know. The methods used in game design with Torque are also used in programming other languages and on other platforms, allowing you to transition your new skills to numerous future game development projects. Discover how fun, easy, and rewarding game programming can be as you tackle terrain generation, character modeling, audio recording, and scripting missions using GarageGames' Torque game engine.
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