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Nikhil Malankar - Learning Android Game Development

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Nikhil Malankar Learning Android Game Development
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    Learning Android Game Development
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Learn the art of making Android games and turn your game development dreams into reality

About This Book

  • Leverage the latest features of Android N to create real-world 2D games
    • Architect a 2D game from scratch and level up your Android game development skill
    • Transition from developing simple 2D games to 3D games using basic Java code

      Who This Book Is For

      If you are a mobile developer who has basic Java programming knowledge, then this book is ideal for you. Previous Android development experience is not needed; however, basic mobile development knowledge is essential.

      What You Will Learn

    • Understand the nuts and bolts of developing highly interactive and interesting games for Android N
    • Link the interface to the code used in games through simple methods
    • Interact with the images on the screen and also learn to animate them
    • Set and save the game state and save high scores, hit points, and so on for your games
    • Get a grasp of various collision techniques and implement the bounding box technique
    • Convert your 2D games to 3D games using Android N
    • Get an understanding of the process of UI creation using Android Studio

      In Detail

      In this book, well start with installing Android studio and its components, and setting it up ready for Android N. We teach you how to take inputs from users, create images and interact with them, and work with sprites to create animations. Youll then explore the various collision detection methods and use sprites to create an explosion. Moving on, youll go through the process of UI creation and see how to create buttons as well as display the score and other parameters on screen.

      By the end of the book, you will have a working example and an understanding of a 2D platform game like Super Mario and know how to convert your 2D games to 3D games.

      Style and approach

      This easy-to-understand guide follows a step-by-step approach to building games, and contains plenty of graphical examples for you to follow and grasp quickly, giving you the chance to implement the concepts practically.

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    Title Page Learning Android Game Development Android Game development - photo 1
    Title Page
    Learning Android Game Development
    Android Game development simplified!
    Nikhil Malankar
    BIRMINGHAM - MUMBAI Copyright Learning Android Game Development Copyright 2017 - photo 2

    BIRMINGHAM - MUMBAI

    Copyright
    Learning Android Game Development

    Copyright 2017 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: May 2017

    Production reference: 1240517

    Published by Packt Publishing Ltd.
    Livery Place
    35 Livery Street
    Birmingham
    B3 2PB, UK.

    ISBN 978-1-78588-095-7

    www.packtpub.com

    Credits

    Author

    Nikhil Malankar

    Copy Editor

    Dhanya Baburaj

    Reviewer

    Nischal Dubey

    Project Coordinator

    Ritika Manoj

    Commissioning Editor

    Amarabha Banerjee

    Proofreader

    Safis Editing

    Acquisition Editor

    Shweta Pant

    Indexer

    Rekha Nair

    Content Development Editor

    Aditi Gour

    Graphics

    Jason Monteiro

    Technical Editor

    Rashil Shah

    Production Coordinator

    Nilesh Mohite

    About the Author

    Nikhil Malankar started his journey into game development in 2011 by founding his company, GameEon, as the CEO, at the age of 17. GameEon has developed over 70+ games, of which 10 are available for download on Play Store and others are distributed worldwide via multiple distribution channels. Currently, he is running his new company--Next Move Digital--as the founder and CEO. Next Move Digital deals in digital media and game development.

    He has a total experience of 5 years in the field of game development and has worked on technologies such as Pygame (a subset of Python) to create GameEons first game, Kyte - Kite Flying Game, which has over 300,000 downloads on Google Play. He is also familiar with the Unity Game engine and has developed most of the games at GameEon in the same. He has also worked with Unreal Engine 4 to develop Special Ops, a first person shooter game for Android and iOS.

    He has also developed non-gaming apps and websites for clients. At GameEon, he also worked with multiple clients to develop games for them, and one of the most famous brands he has worked with is m-Indicator. He is also a social media influencer with a big following of his own on Facebook and is extremely passionate about playing games. With Next Move Digital, he aims to work on content creation, distribution, and licensing. He also operates a content website--Tell Me Nothing--under Next Move Digital, which focuses on lighthearted satirical content. His future endeavors with the company include making good-quality games for PC and console platforms.

    Currently, he is running Next Move Digital, as the Founder and CEO, that focuses on creating digital media content.

    I would like to thank Shweta Pant for introducing me to Packt and giving me the opportunity to work on this book. Also, I would like to thank Aditi Gour, who has been extremely supportive and friendly throughout the entire process of writing the book. I would like to thank Rashil Shah, the technical editor on the book, and I w ould also like to thank Raimon Rafols and Nischal Dubey, the technical reviewers of this book, for ensuring that the information presented by me was technically accurate.
    Of course, I would also thank my mom, dad, and sister for supporting me throughout the entire process of writing this book, and also my close friends, without whom this book wouldn't have been possible.
    About the Reviewer

    Nischal Dubey is a full stack application developer who specializes in Java development. He has more than 3 years of experience in android development and has made applications having features ranging from basic utility apps to complex social networking applications. Over the years, he has tried to master in and out of Android development. Currently, he is working as Java and Angular JS developer in TCS.

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    Preface

    This book will take our readers to a fun-filled ride where they will not just learn about the latest Android N SDK, but also about the other APIs and how they can create highly interactive and interesting games with them. The book will show readers how to create a complete game from scratch, designed for the Android platform. It will start by setting up the Android N SDK and other repositories, and then it will show readers how to customize the development environment. After this, it will show readers how to create game elements, objects, game layouts, game architecture, and game loops. It will create reusable Java code scripts, which will help you in your other game projects. An integral part of game development is to integrate images and graphics seamlessly. As we move ahead, we will show how to efficiently work with moving images, creating sprite animations, particle explosions, in-game entities, Bitmap fonts, and so on. Prototyping can decrease development time significantly; readers will implement prototyping techniques using the libgdx library. Toward the end of the book, readers will get a clear idea of improving game physics and the collision system, to give their game that real-life look.

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