• Complain

Mario Andres Pagella - Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript

Here you can read online Mario Andres Pagella - Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2011, publisher: OReilly Media, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

No cover
  • Book:
    Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript
  • Author:
  • Publisher:
    OReilly Media
  • Genre:
  • Year:
    2011
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Anyone familiar with Zyngas Farmville understands how fun and addictive real-time social games can be. This hands-on guide shows you how to design and build one of these games from start to finish, with nothing but open source tools. Youll learn how to render graphics, animate with sprites, add sound, validate scores to prevent cheating, and more, using detailed examples and code samples. By the end of the book, youll complete a project called Tourist Resort that combines all of the techniques youve learned. Youll also learn how to integrate your game with Facebook. If youre familiar with JavaScript, HTML5, and CSS3, youre ready to get started.Use HTML5s canvas element to build smooth animations with sprites Create an isometric grid pattern for high-performance graphics Design a GUI that works equally well on mobile devices and PCs Add sound to your game with HTML5s audio element Implement the games path-finding function with WebWorkers Build a client data model on the server with PHP and MySQL Make your game come alive with dynamic CSS3 objects

Mario Andres Pagella: author's other books


Who wrote Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript? Find out the surname, the name of the author of the book and a list of all author's works by series.

Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript
Mario Andres Pagella
Editor
Simon St. Laurent

Copyright 2011 Mario Andres Pagella

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

Nutshell Handbook, the Nutshell Handbook logo, and the OReilly logo are registered trademarks of OReilly Media, Inc. Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript , the image of coots, and related trade dress are trademarks of OReilly Media, Inc.

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and OReilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps.

While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

OReilly Media Dedication To my mother May God keep you safe until we meet - photo 1

O'Reilly Media

Dedication

To my mother. May God keep you safe until we meet once again.

Preface

Addictive, frustrating. Fun, boring. Engaging, repetitive. Casual, demanding .

These words may contradict each other, but they express the roller coaster of sentiments felt by real-time strategy games players like me. I remember spending countless hours playing brilliant games such as EA/Maxiss SimCity and SimCity 2000, Chris Sawyers Transport Tycoon, or Bullfrog Productions Theme Hospital, wondering why only a few of my friends (usually the geekiest ones) had played them.

Today, I see children and teenagers, grandmothers and soccer moms, and frat boys and computer geeks playing games such as Zyngas FarmVille or CityVille, Playdoms Social City, or Playfishs MyEmpire for hours, ignorant of the existence of those games predecessors : a golden age of isometric real-time games that theyll probably never play.

What changed?

This recent surge of isometric real-time games was caused partly by Zyngas incredible ability to keep the positive things and get rid of the negative things in this particular genre of games, and partly by a shift in consumer interests. They took away the frustration of figuring out why no one was moving to your city (in the case of SimCity) and replaced it with adding friends to be your growing neighbors. They took advantage of Facebooks social capabilities to change the nature of gaming. They made the boring parts more interactive by letting you not only place the objects, but also build them and manually collect the points they generate. After a whileusually a few weekswhen the game starts to feel repetitive, they present you with quests and make you interact with your friends. Finally, the constructions that you build will remain, generating profits and points even if you are not playing the game. (This concept is usually referred to in the industry as asynchronous play or asynchronous game mechanics .)

When you eliminate frustration, boredom, and repetition (the three bad aspects of isometric real-time games), you end up with an addictive, fun, engaging, and casual (or demanding, depending on how you want to play it) genre of games thatthanks to its social-related progress requirementscan go viral in a heartbeat. No wonder Zyngas valuation at the time of writing is $10 billion (surpassing Electronic Arts (EA), one of the biggest traditional game publishers in the world), or that Playdom was purchased by Disney for 760 million dollars. Coming up with the right values for each variable of the gameplay equation for your own game is extremely hard, but when you manage to get everything right, the very nature of this genre of social games can make it an instant hit.

The interfaces of isometric social real-time games are simple compared with conventional real-time strategy games: a living map editor where you can place objects on a matrix of tiles, which well usually refer to as the grid. Depending on the object, which in our case will be buildings, some of them may generate P amount of points every T amount of time. So even when were not playing the game, buildings will keep generating points.

As the final project in this book, were going to develop a game called Tourist Resort in which users will have to build a resort complex, decorate it with trees, and place various shops. Each shop will generate N amount of profit every T amount of time; this profit will then allow them to buy more buildings.

The Rise of HTML5

While social isometric game systems were improving, the technologies available to build them were also changing.

For many years, the tools available to develop rich and highly interactive online games that can run within web browsers remained the same; Virtual Reality Modeling Language (VRML), Java Applets, Macromedia Shockwave, Adobe Flash, Microsoft Silverlight, Unity3D, and others all meant using third-party and proprietary solutions, and if users wanted to use those applications, they had to download and install browser add-ons. Even worse was that developers also had to pay for really expensive IDEs (integrated development environments) to develop them.

Web technologies such as HTML, CSS, and JavaScript could not provide users with the same quality end-user experience that could be achieved with other tools such as Adobe Flash. Browsersparticularly with JavaScriptwere slow; they lacked support for native video, audio, and local storage; and some of them, such as Internet Explorer, neither supported transparencies in PNG images nor provided developers with tools to perform even basic bit-lock image transfers. They werent ready for anything but the simplest of games.

Thankfully, as time went by, most major web browsers started to implement the latest version of the HTML and CSS standards: HTML5 and CSS3. At the same time, they greatly improved the runtime performance of JavaScript applications. Nowadays, the most recent versions of modern browsers such as Mozilla Firefox, Apple Safari, Google Chrome, Opera, and Microsoft Internet Explorer 9as well as the browsers included in smart devices such as the iPhone, Blackberry phones, and WebOS-based and Android- based phoneshave already implemented most of the technologies that we need in order to develop a full-featured video game.

What You Need to Know

This book doesnt provide a definitive guide to HTML5, CSS3, or JavaScript. It assumes that you have at least a basic knowledge of how to work with all of those languages. Instead, throughout the different sections of this book, we discuss how to apply these technologies in the most performance-efficient way so that you can develop and launch a game that works today in any smartphone, tablet, or PC with a web browser that supports HTML5.

This book is intended for web developers trying to do game development or for game developers trying to adapt their knowledge to web development.

Our main approach for the development of an isometric social real-time strategy game will be to aim at the lowest common denominator: mobile devices. The rationale for this approach is that if it works on a mobile device at a decent speed, it will also work on more high-end devices such as personal computers.

Code Examples

All of the code and other supporting files for examples in this book are available at https://github.com/andrespagella/Making-Isometric-Real-time-Games.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript»

Look at similar books to Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript»

Discussion, reviews of the book Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.