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Visual C# Game Programming for Teens

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Visual C# Game Programming for Teens Cover

 

Synopses & Reviews

Publisher Comments:

Learn how to create your own fully functioning role-playing game (RPG) with VISUAL C# GAME PROGRAMMING FOR TEENS! A true beginner's guide, the book covers each essential step for creating your own complete RPG using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. While some experience with Visual C# is helpful, this book is an introductory guide for readers who are new to programming or new to programming for games and want to learn the basics of RPG game mechanics. You will learn by studying the short examples in each chapter, building the complete RPG called Dungeon Crawler as you move from one chapter to the next, with new features and game play elements added in each new chapter. Along the way you'll discover how to load and draw bitmaps, create sprites, render a game world, keep track of inventory and character stats, and build tools including a level editor, character editor, item editor, and monster editor. And the finished Dungeon Crawler game includes all the source code and tools you'll need to make your own awesome RPGs with loads of cool features and functionality.

Synopsis:

VISUAL C# GAME PROGRAMMING FOR TEENS teaches teens and other beginners how to create games using C# and Windows Forms (GDI+). 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. The reader is shown how to load and draw bitmaps, create sprites, render a game world, keep track of inventory and character stats, and build tools: a level editor, character editor, item editor, monster editor. Every chapter contributes toward a growing game library that is used to improve and add new and more advanced features to the game, and when the student is finished they will have created a complete game.

Table of Contents

1. So You Want To Be A Hero? 2. Building The Dungeon. 3. Editing The Dungeon. 4. Exploring The Dungeon. 5. Populating The Dungeon. 6. Creating The Player Character. 7. Fighting Monsters, Gaining Experience, and Leveling Up. 8. Creating The Bad Guys. 9. Finding and Picking Up Loot. 10. Managing Your Character's Inventory. 11. Linking Dungeon Levels Together. 12. Creating the "Spawn Town". 13. Saving and Loading The Game. Appendix A: Interlocking Gameplay. Appendix B: Designing Your Own Dungeon Crawler Game.

Product Details

ISBN:
9781435458482
Author:
Harbour, Jonathan S.
Publisher:
Cengage Learning PTR
Author:
Harbour, Jonathan S.(Jonathan S. Harbour)
Subject:
Computer Graphics - Game Programming
Subject:
Programming - Games
Subject:
Visual C++
Subject:
C
Subject:
gaming
Subject:
game programming
Subject:
For Teens
Subject:
C++ programming
Subject:
beginning game programming
Subject:
Children s-Computers
Subject:
General Computers
Copyright:
Publication Date:
20110325
Binding:
Paperback
Grade Level:
Professional and scholarly
Language:
English
Pages:
464

Related Subjects

Children's » Computers
Computers and Internet » Software Engineering » Game Design
Science and Mathematics » Mathematics » General

Visual C# Game Programming for Teens New Trade Paper
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$23.44 In Stock
Product details 464 pages Course Technology - English 9781435458482 Reviews:
"Synopsis" by , VISUAL C# GAME PROGRAMMING FOR TEENS teaches teens and other beginners how to create games using C# and Windows Forms (GDI+). 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. The reader is shown how to load and draw bitmaps, create sprites, render a game world, keep track of inventory and character stats, and build tools: a level editor, character editor, item editor, monster editor. Every chapter contributes toward a growing game library that is used to improve and add new and more advanced features to the game, and when the student is finished they will have created a complete game.
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