Synopses & Reviews
Windows 8 presents an incredible opportunity for distributing and monetizing HTML5 games, and this guide shows how you can profit from it. Youll learn everything you need to know about porting your original web-based JavaScript game to the new "touch-first" version of Windows, as well as several options for selling your game in Windows Store.
Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (its free!), and uses a case study to show you how to port an HTML5 game with ease.
- Learn which games and JavaScript libraries work best on Windows 8
- Adjust artwork for different screen resolutions and Windows 8 features
- Accommodate mouse, keyboard, touch, and other game controls
- Optimize your game to run well on any Windows 8 device
- Understand the steps for publishing your game to Windows Store
- Explore fixed price, trial mode, ad support, and in-app purchase options
- Use a web-first workflow to ensure your game runs on many other platforms
Synopsis
Designing, building and publishing games is not an easy task. One of the most challenging parts about publishing a game is how to distribute and monetize it. This is even more daunting when it comes to HTML5 games since cross browser compatibility and viable distribution channels are still maturing. Windows 8 offers an incredible opportunity for independent game developers looking to distribute and monetize their HTML5 based game. This book will cover everything you need to know about porting over your web based JavaScript game to Window 8, how to integrate support for WinJS (the JavaScript communication layer to the native OS), and how to publish and sell your game on the Windows 8 Store. This book is a must read for anyone looking to seriously develop HTML5 games!
About the Author
For more than 13 years, Jesse Freeman has been on the cutting edge of interactive development with a focus on the Web and mobile platforms. As an expert in his field, Jesse has worked for VW, Tommy Hilfiger, Heavy, MLB, the New York Jets, HBO, and many more. Jesse was a traditional artist for most of his life until making the transition into interactive art, and he has never looked back.
Jesse is a Technical Architect/Technology Evangelist at Roundarch and is an active leader in New York's developer community. He is also active in the online community as a writer for several development sites including Adobe Developer Connection, O'Reilly Media, Inc., and Activetuts+. He can be found on twitter at @jessefreeman. Jesse also speaks at conferences and does workshops, which you can find schedules for on his website at http://jessefreeman.com.
Table of Contents
Preface; Audience; Assumptions This Book Makes; Conventions Used in This Book; Safari® Books Online; How to Contact Us; Acknowledgments; Chapter 1: Getting Started with Windows 8; 1.1 Why Windows 8; 1.2 What You Need; 1.3 Windows 8 Hardware; 1.4 Windows 8 Versus Windows RT; 1.5 Introduction to Windows 8; Chapter 2: Getting Started with Visual Studio; 2.1 What Games Work Best; 2.2 Introduction to Visual Studio Express; 2.3 Understanding Visual Studio Project Structure; 2.4 Moving Your Code Over; 2.5 Understanding the App Lifecycle; 2.6 Running Your Game for the First Time; 2.7 Tips and Tricks for Running Your Game on Windows 8; Chapter 3: Screen Resolution and Artwork; 3.1 Windows 8 Resolutions; 3.2 Scaling Games for Full Screen; 3.3 Understanding Snap View; 3.4 Upscaling Artwork; 3.5 Designing for Multiple Resolutions; 3.6 Live Tiles; 3.7 Splash Screen; 3.8 Tips and Tricks for Working with Artwork on Windows 8; Chapter 4: Handling Game Controls On Windows 8; 4.1 Working with Traditional Input; 4.2 Working with Touch; 4.3 Working with Controllers and Game Pads; 4.4 Knowing When to Use What; 4.5 Tips and Tricks for Windows 8 Game Input; Chapter 5: Debugging and Optimization; 5.1 Using the Console; 5.2 Debugging and Breakpoints; 5.3 DOM Explorer; 5.4 Remote Debugging; 5.5 Optimizing Graphics; 5.6 Optimizing Code; 5.7 Optimizing for the Lowest Common Denominator; 5.8 Tips and Tricks for Further Optimization; Chapter 6: Publishing Your Game to the Windows 8 Store; 6.1 Reserving Your Game's Name; 6.2 Submitting Your Game with Visual Studio; 6.3 Creating Collateral for Your Game; 6.4 Submitting Updates and New Releases; 6.5 Reviewing Your Game's Stats and Ratings; 6.6 Tips and Tricks for Publishing a Game to the Windows Store; Chapter 7: Monetization; 7.1 Setting a Fixed Price; 7.2 Trial Mode; 7.3 Incorporating Ads into Your Game; 7.4 In-App Purchase; 7.5 Tips and Tricks for Monetization; Chapter 8: Back to the Web; 8.1 A Web-First Workflow; 8.2 Setting Up a Local Web Server; 8.3 Using Node.js; 8.4 Project Structure; 8.5 Modifiying the Default JavaScript File; 8.6 Tips and Tricks; Chapter 9: Case Study: Heroine Dusk; 9.1 About the Game; 9.2 Getting Started; Chapter 10: Windows 8 Resources; 10.1 Port to Windows 8 Task List; 10.2 WinJS App Lifecycle; 10.3 Windows Store JavaScript Samples; 10.4 Installing Windows 8 on a Mac; Colophon;