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Visual Basic Game Programming for Teensby Jonathan S Harbour
Out of Print
Synopses & Reviews
"Visual Basic Game Programming for Teens" teaches the younger reader how to write games with the easily approachable and popular Visual Basic 6.0 and utilizing DirectX 8.1 for the game library. It devotes little time to the fundamentals of the language, focusing instead on complete game projects to teach the subject of game programming. As a "for Teens" title, this book explains the game development topics in detail. It does not explain every aspect of DirectX, but rather, uses those components needed to teach a lesson in each chapter, focusing on game programming subjects first and foremost. The focus is concentrated on creating games rather than the logistics of game programming. For instance, several chapters will cover artwork, level editing, 3D modeling, and world building-subjects seldom covered in books of this type for the beginner/teen market. It shows how just a little more work and a few more lines of code can produce a really great game. The reader will finish this book with a satisfying sense of completion, a solid feeling of closure, and a desire to tweak and modify the sample games in the book
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.
Teens can get ready to create their first complete 2D-based role-playing game using Visual Basic 6.0. This guide shows how to construct each part of an RPG game using DirectX components such as Direct3D. Young Adult.
About the Author
Jonathan S. Harbour has been an avid gamer and programmer for 17 years, having started with a Ti-99, Commodore PET, and a Tandy 1000. In 1994, he earned a B.S. in computer science. He has since earned the position of senior programmer with 7 years of formal programming experience. Jonathan is a member of the "Starflight III"team, working with the original designers and other volunteers on a sequel to the first two Starflight games (using Allegro), originally published by Electronic Arts in 1985 and 1989, respectively. He has professional-level experience in graphical user interface design and 2D and 3D graphics programming, as well as TCP/IP socket programming and Internet protocols. In addition, he has released the retail Pocket PC games "Pocket Trivia"and "Perfect Match". Harbour has also authored "Pocket PC Game Programming"(0761530576), "Visual Basic Game Programming with DirectX"(193184125X), "Microsoft Visual Basic .NET Programming for the Absolute Beginner"(1592000029), and "Beginner's Guide to DarkBASIC Game Programming"(1592000096), and his most recent "Game Programming All In One, 2nd Edition"
Table of Contents
PART I: INTRODUCTION CHAPTER 1: GETTING STARTED WITH VISUAL BASIC CHAPTER 2: YOUR FIRST DIRECTX PROGRAM CHAPTER 3: DESIGNING THE GAME PART II: CREATING AN INTERACTIVE GAME WORLD CHAPTER 4: CORE TECHNIQUE: DRAWING BITMAPS CHAPTER 5: LEVEL EDITING WITH MAPPY CHAPTER 6: THE BASICS OF TILE-BASED SCROLLING CHAPTER 7: SCROLLING THE GAME WORLD CHAPTER 8: ADVANCED SCROLLING TECHNIQUES PART III: THE PLAYER'S CHARACTER (PC) CHAPTER 9: CORE TECHNIQUE: DRAWING SPRITES CHAPTER 10: CORE TECHNIQUE: ANIMATING SPRITES CHAPTER 11: CORE TECHNIQUE: USER INPUT CHAPTER 12: WALKING AROUND IN THE GAME WORLD CHAPTER 13: CORE TECHNIQUE: DRAWING TEXT CHAPTER 14: CORE TECHNIQUE: COLLISION DETECTION PART IV: NON-PLAYER CHARACTERS (NPCS) CHAPTER 15: CREATING THE CHARACTER CLASSES CHAPTER 16: ADDING NPCS TO THE GAME WORLD CHAPTER 17: TALKING WITH NPCS CHAPTER 18: ENGAGING IN COMBAT WITH NPCS PART V: FINISHING TOUCHES CHAPTER 19: ADDING SCENERY TO THE GAME WORLD CHAPTER 20: CORE TECHNIQUE: SOUND EFFECTS CHAPTER 21: CORE TECHNIQUE: BACKGROUND MUSIC APPENDIX A: USING THE CD-ROM
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