Selasa, 05 Maret 2013

[J684.Ebook] PDF Ebook Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

PDF Ebook Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

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Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley



Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

PDF Ebook Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

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Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, by Matthew Johnson, James A. Henley

The Unity Engine Tutorial for Any Game Creator

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Unity is now the world’s #1 game engine, thanks to its affordability, continuous improvements, and amazing global community. With Unity, you can design, code, and author your game once, and then deploy it to multiple platforms, reaching huge audiences and earning maximum returns. Learning 2D Game Development with Unity® will help you master Unity and build powerful skills for success in today’s game industry. It also includes a bonus rundown of the new GUI tools introduced in Unity’s version 4.6 beta.

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With this indispensable guide, you’ll gain a solid, practical understanding of the Unity engine as you build a complete, 2D platform-style game, hands-on. The step-by-step project will get you started fast, whether you’re moving to Unity from other engines or are new to game development.

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This tutorial covers the entire development process, from initial concept, plans, and designs to the final steps of building and deploying your game. It illuminates Unity’s newly integrated 2D toolset, covering sprites, 2D physics, game scripts, audio, and animations. Throughout, it focuses on the simplest and lowest-cost approaches to game development, relying on free software and assets. Everything you’ll need is provided.

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Register your book at informit.com/title/9780321957726 to access assets, code listings, and video tutorials on the companion website.

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Learn How To

  • Set up your Unity development environment and navigate its tools
  • Create and import assets and packages you can add to your game
  • Set up game sprites and create atlas sheets using the new Unity 2D tools
  • Animate sprites using keyframes, animation controllers, and scripting
  • Build a 2D game world from beginning to end
  • Establish player control
  • Construct movements that “feel right”
  • Set up player physics and colliders
  • Create and apply classic gameplay systems
  • Implement hazards and tune difficulty
  • Apply audio and particle effects to the game
  • Create intuitive game menus and interface elements
  • Debug code and provide smooth error handling
  • Organize game resources and optimize game performance
  • Publish your game to the web for others to see and play

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  • Sales Rank: #692676 in Books
  • Published on: 2014-12-24
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 1.00" w x 7.00" l, .0 pounds
  • Binding: Paperback
  • 384 pages

About the Author

Matthew Johnson is a principal 3D artist at Firebrand Games in Merritt Island, Florida. He graduated with a BFA from the International Academy of Design, where he trained in computer animation before going on to study animation at Animation Mentor.

 

Matthew has been in game development for the past seven years working on more than a dozen AAA racing games, such as NASCAR, Hot Wheels, and the Need for Speed series. He has helped publish titles on almost every platform, including PC, Wii U, iOS, Android, and Steam.

 

In his spare time Matthew enjoys spending time with his wife and two kids and, when he finds time, pursuing his love for photography.

 

James A. Henley is an experienced game developer who has worked on several major titles and franchises, including Mass Effect, Dragon Age, Star Wars, and Skylanders, over the past decade. He originally entered the industry via the Neverwinter Nights modding community, where he was able to indulge his desires to craft content, tell stories, and write code all at the same time. He turned that love into a job opportunity at BioWare, where he spent three years with the Edmonton studio and five more with the Austin studio in a variety of design roles before briefly working for Activision.

 

Currently, James is working as an independent developer on [TITLE REDACTED] and is actively live streaming to share his love of games and game design in an interactive fashion. He may or may not also be a mad scientist. Analysis has proven inconclusive.

Most helpful customer reviews

8 of 8 people found the following review helpful.
Read CH7 before CH5 and do all exercises, could be 4 stars
By Jim Schubert
I’ve just finished reading Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation, and I really enjoyed it despite many issues with the actual text (I’ll try to cover everything here). I’m just starting to learn Unity3D for 2D game development, so I’ve only watched a few of the official videos and followed a few tutorials online (the best so far being from pixelnest.io). After reading this book, I felt way more competent at creating my own game than with tutorials I’ve done elsewhere.

That’s not to say there aren’t some problems with the actual book contents. Quite a few people also have had problems with the book based on the Amazon reviews. I think the greatest comment, and a sentiment I share, is that the book could benefit from a technical edit. I’m a professional software developer, and I struggled to follow what was going on at one point.

This leads me to a major issue I had with the book, dropping a star from my review: Chapter 7 (Setting up Player Physics and Colliders) belongs before Chapter 5 (The Basics of Movement and Player Control). I don’t know how something like this could have been missed, but there’s no excuse for a ‘follow along’ book to be anything but sequential in its content. I’ve self-published a programming book, so I know getting things in the correct order while writing and editing is difficult. I also know that it’s unlikely for an editor or even a technical reviewer to catch this (you literally have to be ‘following along’ to encounter this problem). I toyed with giving the book 4 stars because I loved the content so much, then I thought about how well presented other books I’ve given 4 star reviews are and this book isn’t presented at the same level. If you take my advice and read Chapter 7 before Chapter 5, you’ll have almost no problem with this book. I went through the entire book in about two weeks using Unity 5.

This leads me to another problem which reduced my review by a ½ star: Chapter 14 is incomplete. Chapter 14 covers a then-beta feature of UGUI control layout and interaction. Unfortunately, there is only a single page between adding your first element (a Mask) to the canvas and the end of the book. Had the book just ended there, I would have thought, “OK, that was very high level,” and probably shrugged off the last chapter. The summary of Chapter 14 says “We gave a brief overview of building a simple Options menu with some text elements, buttons, and graphics” and almost none of this was even covered in the chapter (possibly because I’m reading the ebook?). Again, this seems like it would have been caught with a good technical or even a copy edit.

Another 1½ stars get deducted for what others have emphasized as a general feeling of being ‘all over the place’ with the instructions. There are a few times where numbered lists go from selecting a GameObject and doing nothing to modifying some other GameObject and selecting the first GameObject, which then gets modified. I actually found some humor in this, because it reminds me of peer programming with an extremely caffeinated coworker. I couldn’t ignore this in the review, though, because it happened more than once. For another example, the ‘Creating Components’ section of Chapter 2 explains the steps for creating components in what read like commands (but are statements) and the following section defines the actual steps. If someone was to follow the command-like steps (not in list form) of the one section, then the actual command steps (in list form) of the following section, this would become very confusing.

I experienced a general feeling of the book being ‘all over the place’ through Chapter 4. This was where I realized that the end-of-chapter ‘Exercises’ were actually continuations of the chapter content. I’ve literally never read a book where an ‘Exercises’ section wasn’t supplemental content to further your understanding of the material within the chapter. Rather than an ‘Exercises’ section, this book really should have just labeled the section appropriately. DON’T SKIP EXERCISES or you’ll be skipping part of the content.

I will say that other reviewers on Amazon have had unnecessary problems with downloading companion code. The code is very clearly linked on the book’s preface and from the InformIT product page. Even if you were to purchase the book from Amazon or somewhere else, I don’t know where else you’d look for companion content than in the preface.

Please don’t read my review as negative, I’m only trying to point out the issues I’ve found with the book. If you follow all of the exercises, read Chapter 7 before Chapter 5, and pay attention to what you’re reading (some of the examples in the book have incorrect code which have been fixed in the companion content’s project files for the chapter), you’ll really enjoy this book. I enjoyed making the example 2D platformer throughout the book. I didn’t hate or dislike the book, but I also don’t think beginners should have to piece together the contents of a book just to ‘follow along’. All of this stuff could easily be resolved with an updated (and well edited) copy of the book.

One of the things I really enjoyed about this book is how options are explained concisely in a single place. This made me feel way more familiar with the Unity editor and the options for game components. While watching some of the official videos on Unity’s site, I felt like the speaker was moving way too quickly for most people to follow along in the editor while explaining very little about what every option meant. Many tutorials I’ve seen online explain the steps to make a simple game (often lacking sound effects, particle effects, or even most of Physics2D). This book does an excellent job of explaining the basics of everything used to make a 2D platformer game. In fact, if it wasn’t for the editing issues I mentioned earlier, I would have given this book 4.5 or 5 stars. It’s meant for beginners, and I feel like non-programmers and programmers can all easily digest the material.

I made a list of many mistakes I found while reading this book. I’ll be emailing the authors the list, so hopefully the addenda will be updated. I’d love to see the book updated for Unity 5.

7 of 9 people found the following review helpful.
Sloppy downloading and a so so book make for a frustrating experience.
By guderian
I really wanted to like this book. I even pre-ordered, but it's just not well presented.

First, for any book that teaches you something like coding you need access to all the example files. Someplace you can go and download all the assets and anything else you need to get through the examples in the book. This is where things broke down right away. There is no website listed in the book (or I missed it) and the book says things like "Find the Chapter2_projectFiles for this chapter". Where? No clue. There is a website on the back where you go to "register" the book (although this just takes you to the publishers page). After some hunting I found the site for the actual book and finally found a listing called "Ancillaries" (by the way who names there download page this? Very confusing and not very helpful). But all that was there was a full download called learning2dunity_project_files.zip. Nothing else (turns out they have added the chapter files since then. Not sure if they are all there but they stop at Chapter 6 and Chapter 7 asks you to open more files. Good luck). So not a great start.

So now to the book. It's not quite as bad as the download files examples but it's still a mess. Examples go into FAR too much detail and cover topics that probably shouldn't be in the first 5 chapters of a book like this. Chapter 4 has a HUGE level laid out for you. It's enormous. They talk about building this huge thing, about sorting elements and adding fences that you will walk in front of. I read about grid snapping and how to lay a level out efficiently. You work with a TON of resource files (If you can figure out the downloads) and all of this before I even moved a character. It's too much too fast. Baby steps guys. I'm trying to learn Unity for the first time.

Anyway. The rest of the book follows this formula. Tons of details about things but no real high level explanations. In Chapter 6 I'm already in the animation editor and creating an animation, again this is all in the beginning. I'd prefer I just attach the animation. See it work in my game and move on. You can teach me the animation editor in Chapter 20 something once I know more. Throwing it at me in Chapter 6 is just frustrating.

So in summary, the book itself isn't terrible, it just doesn't work for me at all. Maybe someone else will like how it's presented. However, the download frustrations and the sloppy access to assets and files I need to get going was a killer and there isn't a good excuse.

2 of 2 people found the following review helpful.
Great potential but needs more editing and organization on the project files
By Sirmco Supplies
I was really excited for this book as it sounded like it was exactly what I was looking for.

I was actually quite disappointed but majority of that is with the poor editing and project files available for the book. I think a second edition of this book will be great.

I have a few months experience now with both unity and programmer so for the most part I am a beginner.

The book walks you through building a 2d side scroller game. The approach I like to take with books is to use the artwork provided in the download files and create the project myself following the book. Using that approach lead to a lot of problems as I noticed several places where the steps would tell you do something to an object that was created previously although we never actually created that object. I reread the previous chapters and sections several times to make sure I did not miss a step and it was not there.

In the project files those objects were included but I would have preferred to create them myself instead of having to rely on project files included.

due to the above problems I had to bounce back and forth between my project and the one downloaded which was not very fun and caused a lot of frustration as I had to search through the unity3d.com resources to find solutions to problems.

There are also some problems with naming consistency in the book, some chapters will have you create objects that you already created previously but get you to name them something different, then later you will not be sure which one they are talking about.

The book feels like it is geared more towards intermediate users with programming experience (I don't think you need experience, going through the scripting of unity3d.com made me feel comfortable reading the code in this book with a few exceptions in the later chapters which are more advanced). To be fair to the book it does state right at the beginning that the coding will only be briefly explained and that it expects previous programming experience.

I honestly do not see how most of the issues I ran in to were not noticed by a simple read through by an editor.

As a Pro one of the best things I really liked about the book was the author adding in exercises to complete at the end of each chapter, I really like the approach of giving simple challenges in each chapter that the reader has to solve on their own. (If you had trouble you could view the project files for solutions).

The more advanced chapters near the end of the book were MUCH better though, the chapter on making the enemies and creating some simple AI really impressed me as well as the chapter on making a GUI. There is also an additional chapter on the new Unity UI so you get to see how to use the legacy features as well as the new ones.

I am having a hard time deciding between 2 or 3 stars on this one so I am going to go with 3 stars as I feel this book has a LOT of potential once the project files are cleaned up and the editing issues mentioned above. If you are beyond the beginner stages of using 2D and C# you will most likely know how to resolve the issues yourself (and if you are not just searching unity3d.com will help find solutions).

Overall I felt that I made a lot of progress with Unity and C# from this book.

See all 20 customer reviews...

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