This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step with the theory behind each step fully explained.
This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step with the theory behind each step fully explained.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. Franz Lanzinger started his career in game programming in 1982 at Atari Games Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. Mr. Lanzinger co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 Mr. Lanzinger founded Actual Entertainment, publisher and developer of the Gubble video game series. Mr. Lanzinger has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. Franz Lanzinger is a professional author, game developer, accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender
Inhaltsangabe
Part I The Basics of Game Development Chapter 1 First Steps 3 Chapter 2 Programming C# in Unity 17 Chapter 3 2D Graphics with GIMP and Unity 41 Chapter 4 2D Graphics with Blender and Unity 55 Chapter 5 The Unity Interface 75 Chapter 6 Bouncing Donuts Prototype 2 95 Chapter 7 Sound Effects with Audacity 131 Chapter 8 Music with MuseScore 143 Chapter 9 Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10 2D Tools in Unity 161 Chapter 11 Designing a 2D Maze Game 179 Chapter 12 Building the Level 1 Maze 189 Chapter 13 Source Control 197 Chapter 14 Menus 205 Chapter 15 Animating the Player Character 225 Chapter 16 Enemies: Using Blender to Make Robot Sprites 241 Chapter 17 Making Textured Enemies with Blender 285 Chapter 18 Enemy Movement and Collisions 307 Chapter 19 Weapons and Projectiles 321 Chapter 20 Lives, Level Design, and Old School Scoring 365 Chapter 21 Sound and Music for DotGame 385 Chapter 22 Cutscenes 395 Chapter 23 Testing 399 Chapter 24 Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421
Part I The Basics of Game Development Chapter 1 First Steps 3 Chapter 2 Programming C# in Unity 17 Chapter 3 2D Graphics with GIMP and Unity 41 Chapter 4 2D Graphics with Blender and Unity 55 Chapter 5 The Unity Interface 75 Chapter 6 Bouncing Donuts Prototype 2 95 Chapter 7 Sound Effects with Audacity 131 Chapter 8 Music with MuseScore 143 Chapter 9 Bouncing Donuts 1.0 153 Part II 2D Game Development from Concept to Release Chapter 10 2D Tools in Unity 161 Chapter 11 Designing a 2D Maze Game 179 Chapter 12 Building the Level 1 Maze 189 Chapter 13 Source Control 197 Chapter 14 Menus 205 Chapter 15 Animating the Player Character 225 Chapter 16 Enemies: Using Blender to Make Robot Sprites 241 Chapter 17 Making Textured Enemies with Blender 285 Chapter 18 Enemy Movement and Collisions 307 Chapter 19 Weapons and Projectiles 321 Chapter 20 Lives, Level Design, and Old School Scoring 365 Chapter 21 Sound and Music for DotGame 385 Chapter 22 Cutscenes 395 Chapter 23 Testing 399 Chapter 24 Release 403 APPENDIX I: GAME DEVELOPMENT GLOSSARY, 407 APPENDIX II: RULES FOR GAME DEVELOPERS, 415 APPENDIX III: GAME DEVELOPMENT CHECKLIST, 417 APPENDIX IV: LEGAL, 419 APPENDIX V: THE C# CODING STANDARD FOR THIS BOOK, 421
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