Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game
  • Paperback: 480 pages
  • Publisher: WOW! eBook; 1st edition (December 11, 2011)
  • Language: English
  • ISBN-10: 0321769627
  • ISBN-13: 978-0321769626
eBook Description:

Learning Android Game Programming

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game is your hands-on, start-to-finish guide to creating winning games for today’s rapidly growing Android mobile device marketplace. If you have even basic Android development experience, Rick Rogers will help you build on your knowledge to quickly create low-budget 2D mobile games that sell.

The book starts with an up-to-the-minute overview of today’s Android mobile games marketplace, reviews each leading genre, and teaches you the foundational concepts of game development. You’ll design a simple game, then master every step of game development with AndEngine the powerful, open source, free game-development engine. Every chapter teaches with sample code you can actually use, including many examples drawn from the published game.

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game brings together all the knowledge and sample code that even casual or “junior” Android developers need to develop low-budget 2D games with Java and XML. For the first time, it makes Android game development practical for thousands of developers who don’t have the resources to build highly-complex 3D games. Rather than focusing on difficult, highly-optimized native C libraries, this book relies on the far more accessible AndEngine framework and Java/Dalvik virtual machine.

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game is your hands-on, start-to-finish guide to creating winning games for today’s rapidly growing Android mobile device marketplace. If you have even basic Android development experience, Rick Rogers will help you build on your knowledge to quickly create low-budget 2D mobile games that sell.

The book starts with an up-to-the-minute overview of today’s Android mobile games marketplace, reviews each leading genre, and teaches you the foundational concepts of game development. You’ll design a simple game, then master every step of game development with AndEngine the powerful, open source, free game-development engine. Every chapter teaches with sample code you can actually use, including many examples drawn from the published game.

With this book you’ll learn how to:

  • Use free Android tools for creating code, artwork, and sound
  • Implement the “game loop” that is at the heart of Android games
  • Bring your game to life with scene transitions and entity modifiers
  • Make the most of bitmap and vector graphics, sprites, and animation
  • Integrate user input via touch, multitouch, keyboard, voice recognition, accelerometer, location, and compass
  • Build infinite virtual worlds with tile maps
  • Create, save, and reuse powerful particle effects
  • Find, acquire, modify, and use background music and sound effects
  • Implement highly realistic physics effects with Box2D
  • Use AI techniques to make your games smarter and more fun
  • Build a scoring framework based on collisions between your game elements

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game brings together all the knowledge and sample code that even casual or “junior” Android developers need to develop low-budget 2D games with Java and XML. For the first time, it makes Android game development practical for thousands of developers who don’t have the resources to build highly-complex 3D games. Rather than focusing on difficult, highly-optimized native C libraries, this book relies on the far more accessible AndEngine framework and Java/Dalvik virtual machine.

Coverage includes:

  • Mobile game design principles, tools, and terminology
  • Using the AndEngine framework, Java/Dalvik, and the Android SDK together
  • Rendering images, using sprite sheets, and creating animations
  • Working with text, fonts, tile maps, particles, and sound
  • Supporting user input and creating an effective game interface
  • Working with the physics engine
  • Integrating, tuning, and testing the complete game
  • Publishing games on Android Market or downloading them directly to Android devices

Features:

  • Perfect for game developers who don’t have huge resources, and want to quickly create successful low-budget 2D games for Android smartphones and tablets
  • Offers practical guidance for designing simple games that are ideally suited to Android mobile devices
  • Provides solutions and example code for all key elements of a game app, from user interface to physics engine

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game

Many developers have clever ideas for their own games – games that they want to sell on Android Market. Professional game development of complex 3D games is difficult and expensive, and is beyond the reach of the individual developer. But there is also a class of games that a single developer can easily build using only Java/Dalvik and the standard APIs offered by the Android SDK. This book provides the knowledge and example code that will allow a relatively junior Android developer to develop their own games in Java and XML. It will also show the developer how to make their game available for download on Android Market.

In this book you’ll learn how to:

  • Build your own 2D game using Cocos2d for Android
  • Learn how to implement Game Loops and create Game Menus
  • Create Scenes, Layers, Transitions, and Actions
  • Build and animate  Sprites

Learning Android Game Programming: A Hands-On Guide to Building Your First Android Game brings together all the knowledge and sample code that even casual or “junior” Android developers need to develop low-budget 2D games with Java and XML. For the first time, it makes Android game development practical for thousands of developers who don’t have the resources to build highly-complex 3D games. Rather than focusing on difficult, highly-optimized native C libraries, this book relies on the far more accessible AndEngine framework and Java/Dalvik virtual machine.

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