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Monkey Game Development: Beginner's Guide
Monkey Game Development: Beginner's Guide

Monkey Game Development: Beginner's Guide: Create monetized 2d games deployable to almost any platform with this book and ebook.

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Profile Icon Michael Hartlef
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$57.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.5 (8 Ratings)
Paperback Apr 2012 402 pages 1st Edition
eBook
$9.99 $34.99
Paperback
$57.99
Arrow left icon
Profile Icon Michael Hartlef
Arrow right icon
$57.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.5 (8 Ratings)
Paperback Apr 2012 402 pages 1st Edition
eBook
$9.99 $34.99
Paperback
$57.99
eBook
$9.99 $34.99
Paperback
$57.99

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Monkey Game Development: Beginner's Guide

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Key benefits

  • Create eight fun 2d games.
  • Understand how to structure your code, your data structures and how to set up the control flow of a modern 2D game
  • Learn how to deploy your games to iOS, Android, XNA (Xbox, Windows Phone 7) and desktop platforms (Windows, OSX)

Description

Monkey is a programming language and toolset that allows its user to develop modern 2D games easily for mobile and other platforms like iOS, Android, HTML5, FLASH, OSX, Windows and XNA. With Monkey you can create best selling games in a matter of weeks, instead of months.Monkey Game Development Beginner's Guide provides easy-to-follow step by step instructions on how to create eight different 2D games and how to deploy them to various platforms and markets. Learning about the structure of Monkey and how everything works together you will quickly create eight classical games and publish them to the modern app markets. Throughout the book you will learn important game development techniques like collision detection, handling player input with mouse, keyboard or touch events and creating challenging computer AI. The author explains how to emit particle effects, play sound and music files, use sprite sheets, load or save high-score tables and handle different device resolutions. Finally you will learn how to monetize your games so you can generate revenue.

Who is this book for?

Do you want to quickly create games deployable to all the major desktop and mobile platforms?, if so look no further. You will learn how to utilize the highly versatile Monkey compiler to create 2d games deployable almost anywhere.

What you will learn

  • Implement collision detection and optimize it for mobile devices
  • Handle game controls via touch, keyboard, mouse and accelerometer input
  • Load and playback sound effects and music
  • Sign your applications and publish them to different markets
  • Use 3rd party modules like the fantomEngine game framework to speed up your game development process
  • Store the data of your different game objects effectively in lists, stacks and classes
  • Structure your monkey script into separate objects and files so your code is better maintainable
  • Save and load application states and load level data from text files
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Publication date : Apr 20, 2012
Length: 402 pages
Edition : 1st
Language : English
ISBN-13 : 9781849692038
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Length: 402 pages
Edition : 1st
Language : English
ISBN-13 : 9781849692038
Languages :
Concepts :

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Table of Contents

11 Chapters
1. Monkey—Huh? Chevron down icon Chevron up icon
2. Getting to Know your Monkey—a Trip to the Zoo Chevron down icon Chevron up icon
3. Game #2, Rocket Commander Chevron down icon Chevron up icon
3. Game #2, Rocket Commander
The game objects
The basic file structure
Time for action – building the basic file structure of the game
Hold that data—RocketCommander's data structure
Time for action – creating the general data structure of the game
Detailing the Update process
Time for action – detailing the Update process
Detailing the Render process
Time for action – detailing the Render event
Enhancing the OnCreate event
Time for action – detailing the OnCreate process
Let's build some cities
Time for action – building some cities
Time for action – changing the gameClasses file
Time for action – spawning some cities in the game
Time for action – rendering the cities
Get the launchers ready!
Time for action – implementing the rocket launchers
Time for action – changing the gameClasses file again
Time for action – creating some launchers in the game
Time for action – updating the launchers
Time for action – modifying the menu update process
Time for action – rendering the launchers
Fire! Blast them to pieces!
Time for action – implementing some rockets
Time for action – modifying the gameClasses file
Time for action – modifying the launcher class
Time for action – updating the rockets
Time for action – rendering the rockets
And it goes BOOM!... Explosions
Time for action – implementing explosions
Time for action – modifying the gameClasses file
Time for action – modifying the rocket class
Time for action – updating the explosions
Time for action – rendering the explosions
Don't fear the enemy—bombs
Time for action – creating the bomb class
Time for action – modifying the gameClasses file
Time for action – updating the bombs
Time for action – rendering the bombs
Time for action – modifying the UpdateGame method
Displaying the game score
Time for action – displaying the game score
Summary
4. Game #3, CometCrusher Chevron down icon Chevron up icon
4. Game #3, CometCrusher
Using a game framework—the fantomEngine
Game resources
The game objects
The basic file structure
Time for action – create the main source file and its folders
Open the storage please—the data structure of Comet-Crusher
Time for action – creating the data structure
First changes to the OnCreate method
Time for action – modifying the OnCreate method
Detailing the Render process
Time for action – detailing the OnRender method
This is a setup—creating the game objects
Time for action – creating some layers
Time for action – implementing some stars
Time for action – setting up the player ship
Time for action – creating a method to load sounds
Time for action – creating some game info text objects
Time for action – adding a title screen
Time for action – setting up the high score list
Time for action – create a comet
Time for action – creating some comets
Time for action – finalizing the OnCreate method
We need help—more methods for the Update process
Time for action – loading a high score list
Time for action – showing the high score list
Time for action – the ActivateShield method
Time for action – determine the time delta
Time for action – updating the info text
Time for action – creating a StartNewGame method
Time for action – spawning some engine particle FX
Time for action – creating some explosions
Time for action – spawning some shots
Time for action – saving the high score list
Finalizing the OnUpdate method
Time for action – finalizing the OnUpdate method
Bring in the action—shaping the engine class
Time for action – detailing the collision detection
Time for action – detailing the OnObjectTimer method
Time for action – detailing the OnObjectUpdate method
Time for action – detailing the OnLayerUpdate method
One last thing—creating a FLASH game
Summary
5. Game #4, Chain Reaction Chevron down icon Chevron up icon
5. Game #4, Chain Reaction
Modifying the HTML5 canvas size
Time for action – modifying canvas size
Some development basics
Game resources
Game objects
The basic app structure
Time for action – creating the main source file and its folders
The data storage
Time for action – creating the data structure
First changes to the OnCreate event
Time for action – first changes to the OnCreate method
Detailing the OnRender event
Time for action – detailing the OnRender method
Setting up the game objects
Time for action – loading the game sound effects
Time for action – creating layers for the game
Game screen
Time for action – creating buttons
Time for action – creating info text objects
Time for action – composing the game screen
Time for action – creating the title screen
Finalizing the OnCreate event
Time for action – finalizing the OnCreate method
Helper functions for the update process
Time for action – creating collision circles
Time for action – creating the atom elements
Time for action – creating a StartNewGame method
Time for action – implementing the GetDeltaTime method
Time for action – creating a method to update the text information
Detailing the OnUpdate event
Time for action – finalizing the OnUpdate method
Introducing the OnSuspend event
Time for action – modifying the OnSuspend event
Introducing the OnResume event
Time for action – updating the OnResume method
The heart of the game - the engine class
Time for action – enhancing the OnObjectTouch method
Time for action – detailing the OnObjectTransition method
Time for action – acting on timer events
Time for action – detailing the collision detection
Creating an Android app
Summary
6. Game #5, Balls Out! Chevron down icon Chevron up icon
6. Game #5, Balls Out!
Which frameworks and modules are used?
Game resources
Our lovely game objects
The basic app structure
Time for action – creating the basic file structure
Modifying the HTML5 canvas size for testing
Time for action – modifying the HTML5 output
The data storage
Time for action – creating the data structure
First changes to the OnCreate event
Time for action – first changes to the OnCreate method
Detailing the OnRender event
Time for action – detailing the OnRender method
Setting up the game objects
Time for action – loading the game sound effects
Time for action – creating layers for the game
Time for action – creating text buttons
Time for action – composing the game screen
Time for action – creating the title screen
Finalizing the OnCreate event
Time for action – finalizing the OnCreate method
Helper methods for the update process
Time for action – creating the tiles
Time for action – creating the ball
The bad guys—our beloved enemies
Time for action – creating the enemy class
More helper functions
Time for action – spawning an enemy
Time for action – creating a StartNewGame method
Bring me up-to-date—detailing the OnUpdate event
Time for action – detailing the OnUpdate method
Eye candy—particle effects
Time for action – creating the particle emitter class
Time for action – spawning a particle emitter
The heart of the game—the engine class
Time for action – enhancing the OnObjectTouch method
Time for action – acting on object update events
Time for action – acting on layer update events
Time for action – detailing the OnObjectTransition method
Time for action – detailing the collision detection
Creating an iOS app
Summary
7. Game #6, At The Docks Chevron down icon Chevron up icon
8. Game #7, Air Dogs 1942 Chevron down icon Chevron up icon
8. Game #7, Air Dogs 1942
Frameworks and modules used
No silver, no gold, but… our game resources!
The game objects
The basic app structure
Time for action – setting up the basic file structure
Storing data
Time for action – creating the data structure
First changes to the OnCreate event
Time for action – first changes to the OnCreate method
Setting up the game objects
Time for action – loading the game sound effects
Time for action – creating layers for the game
Time for action – composing the background screen
Time for action – creating the clouds
Time for action – creating info text objects
Time for action – creating the title screen
Finalizing the OnCreate event
Time for action – finalizing the OnCreate method
Methods for the update process
Time for action – spawning the player plane
Time for action – spawning an enemy plane
Time for action – creating a StartNewGame method
Detailing the OnUpdate event
Time for action – detailing the OnUpdate method
Making it look nicer—some particle effects
Time for action – emitting the smoke
Time for action – creating the explosion
Time for action – spawning a shot
The brain—Computer AI (Artificial Intelligence)
Time for action – following the player
The heart of the game—the engine class
Time for action – enhancing the OnObjectTimer method
Time for action – detailing the OnObjectTransition method
Time for action – acting on object update events
Time for action – detailing the collision response
Time for action – acting of layer update events
Creating a GLFW app
Summary
9. Game #8, Treasure Chest Chevron down icon Chevron up icon
9. Game #8, Treasure Chest
Frameworks and modules used
Reusing code
The parts of the game... resources
And here they are… the game objects!
Preparation… the basic app and project structure
Time for action – creating the basic file structure
Creating 2D arrays
Time for action – creating 2D arrays
Storing information… the data storage
Time for action – creating the data structure
First changes to the OnCreate event
Time for action – first changes to the OnCreate method
About the OnRender event
Setting up the game objects
Time for action – loading the game sound effects
Time for action – creating layers for the game
Time for action – composing the background screen
Time for action – creating the title screen
Time for action – creating the "game over" screen
The menu please… creating the menu screen
Time for action – creating text buttons
Time for action – creating the menu screen
Time for action – creating the score screen
Time for action – creating the activate layer method
Finalizing the OnCreate event
Time for action – finalizing the OnCreate method
Dealing with the high-score list
Time for action – loading and saving the high-score list
Time for action – showing the high-score list
Managing the tile map
Time for action – getting tile slot IDs
Time for action – setting a tile slot ID
Check/mark the neighboring tiles
Time for action – checking neighboring horizontal tiles
Time for action – check neighboring vertical tiles
Time for action – clearing the tile map
Time for action – counting matching tiles
Time for action – creating a gem
Time for action – refilling the tile map
Methods for the update process
Time for action – creating a StartNewGame method
Time for action – updating the text info
Time for action – showing the "game over" screen
Time for action – showing the menu
Bring me up-to-date—detailing the OnUpdate event
Time for action – detailing the OnUpdate method
Vroom… vroom—the engine class
Eye candy—particle effects
Time for action – spawning an explosion
Time for action – acting on object timer events
Time for action – enhancing the OnObjectTouch method
Time for action – detailing the OnObjectTransition method
Time for action – acting on layer update events
Summary
10. Make Some Money for Bananas Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Top Reviews
Rating distribution
Full star icon Full star icon Full star icon Full star icon Half star icon 4.5
(8 Ratings)
5 star 50%
4 star 50%
3 star 0%
2 star 0%
1 star 0%
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Doug warner Aug 08, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is actually a very well written book. I found it very useful. this also seem to be the only book I could find on monkey coding, so it also got that going for it.
Amazon Verified review Amazon
TheGreatestAdventurer Sep 25, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great book for beginner programmers. Concentrates on programming simple games so that the student can see their work. Includes step-by-step programming for 8 games. Chapter 10 discusses how to monetize your games. Over all a great book for would be game and app programmers. Monkey X also has a friendly online community. www.monkey-x.com
Amazon Verified review Amazon
P. Robson Mar 30, 2014
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is a really good book - it is well written, the examples are well thought out, there aren't many errors and most of them are minor. The author has a clue how to program properly (an awful lot of people who write these sorts of books don't) ; it encourages good practice - comments, meaningful names, classes, encapsulation and so on pretty much from the start. Very early on for example it emphasises the importance of putting a proper header on your code files.What it isn't is a beginners guide. It's a beginners guide to Monkey, yes, but if you can't program you will struggle very fast. The introduction is very gentle, shows very basic Hello World examples. The first application (Pong) is followable, just if you aren't a coder. It does use classes and so on but they aren't really intrinsic to the application.The second example, Rocket Commander, explodes in complexity. You create three files with an application class subclassed from an App parent. There's a finite state machine. Things are divided into objects, methods and so on. The explanations of these things are quite good but necessarily brief, otherwise the book would be ten times as long. If you know what these things are, or have some idea, you'll be fine but a beginner to programming would be thrown at this point. What is a class ? What is a finite state machine ? How does this all work ?This isn't a criticism of the book per se - as a way of learning how to code in Monkey it seems, so far, to be really good. It's a worthwhile read for those who can already program in Monkey as well, I think, there seems to be lots of good ideas there. But don't buy it if you don't have some idea how to program, know a little bit about objects and classes and so on.So with that caveat, the book is strongly recommended. As is Monkey :)
Amazon Verified review Amazon
Snader May 09, 2012
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Although I'm am not a beginner at programming for Monkey ([...]), I wanted a book to see some complete programs (simple games) or examples of how these are made from the beginning. This book is great for me. The spare time that I have went mostly in exploring the monkeycoder forums, looking for answers. Now I can easily read this book from beginning to end and I can make everything I want.The author of the book is very active on the monkeycoder forums. So, If you have a question, or something has changed in the newest Monkey versions, he is always willing to help! Great stuff!
Amazon Verified review Amazon
Julio cesar Jun 11, 2012
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
If you want to start as a game developer and get your game in every mobile/not mobile platform with a little effort, this is your book.Here you can get great examples and it's very easy to learn, the language is something like basic, so it's not that hard to code.I don't give it 5 stars because this book teaches you how to use an engine and I would prefer to learn how to make my own, but if this book's objective is to learn make games, then it's achieved.
Amazon Verified review Amazon
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  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
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