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Learning Android game development : Android game development simplified! / Nikhil Malankar.

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Format:
Book
Author/Creator:
Malankar, Nikhil, author.
Language:
English
Subjects (All):
Android (Electronic resource).
Video games--Programming.
Video games.
Physical Description:
1 online resource (217 pages) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham, England ; Mumbai, [India] : Packt Publishing, 2017.
System Details:
text file
Biography/History:
Malankar Nikhil: Nikhil Malankar started his journey into game development in 2011 by founding his company, GameEon, as the CEO, at the age of 17. GameEon has developed over 70+ games, of which 10 are available for download on Play Store and others are distributed worldwide via multiple distribution channels. Currently, he is running his new company--Next Move Digital--as the founder and CEO. Next Move Digital deals in digital media and game development. He has a total experience of 5 years in the field of game development and has worked on technologies such as Pygame (a subset of Python) to create GameEons first game, Kyte - Kite Flying Game, which has over 300, 000 downloads on Google Play. He is also familiar with the Unity Game engine and has developed most of the games at GameEon in the same. He has also worked with Unreal Engine 4 to develop Special Ops, a first person shooter game for Android and iOS. He has also developed non-gaming apps and websites for clients. At GameEon, he also worked with multiple clients to develop games for them, and one of the most famous brands he has worked with is m-Indicator. He is also a social media influencer with a big following of his own on Facebook and is extremely passionate about playing games. With Next Move Digital, he aims to work on content creation, distribution, and licensing. He also operates a content website--Tell Me Nothing--under Next Move Digital, which focuses on lighthearted satirical content. His future endeavors with the company include making good-quality games for PC and console platforms. Currently, he is running Next Move Digital, as the Founder and CEO, that focuses on creating digital media content.
Summary:
Learn the art of making Android games and turn your game development dreams into reality About This Book Leverage the latest features of Android N to create real-world 2D games Architect a 2D game from scratch and level up your Android game development skill Transition from developing simple 2D games to 3D games using basic Java code Who This Book Is For If you are a mobile developer who has basic Java programming knowledge, then this book is ideal for you. Previous Android development experience is not needed; however, basic mobile development knowledge is essential. What You Will Learn Understand the nuts and bolts of developing highly interactive and interesting games for Android N Link the interface to the code used in games through simple methods Interact with the images on the screen and also learn to animate them Set and save the game state and save high scores, hit points, and so on for your games Get a grasp of various collision techniques and implement the bounding box technique Convert your 2D games to 3D games using Android N Get an understanding of the process of UI creation using Android Studio In Detail In this book, we'll start with installing Android studio and its components, and setting it up ready for Android N. We teach you how to take inputs from users, create images and interact with them, and work with sprites to create animations. You'll then explore the various collision detection methods and use sprites to create an explosion. Moving on, you'll go through the process of UI creation and see how to create buttons as well as display the score and other parameters on screen. By the end of the book, you will have a working example and an understanding of a 2D platform game like Super Mario and know how to convert your 2D games to 3D games. Style and approach This easy-to-understand guide follows a step-by-step approach to building games, and contains plenty of graphical examples for you to follow and grasp quickly, giving you the chance to implement the concepts practically.
Contents:
Cover
Copyright
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Table of Contents
Preface
Chapter 1: Introduction to Android N and Installation of Android SDK
Introduction to Android N
Software requirements
The nuts and bolts of Android
Package names
Layouts
Android Manifest file
Summary
Chapter 2: Getting Familiar with Android Studio
Understanding the Android project structure
Creating your first Android Studio project
Project Structure of an Android Project
Creating our Hello World! program
Setting up the emulator
Chapter 3: Managing Inputs
Resource folder in detail
Taking user inputs
Button input
Hardware button input
Touch input
The Accelerometer input
Building and deploying through USB
Building an apk and installing on device
Chapter 4: Creating Sprites and Interactive Objects
Game Theory
Illusions
Game loop
Game Design Document
Prototyping
Surface and Canvas
Working with colors and images
Creating colors
Creating images
Chapter 5: Adding Animation to Your Game
Adding animations to make your game more awesome
Making our player character
Chapter 6: Collision Detection and Basic Artificial Intelligence
Collision detection
Algorithms for collision detection techniques
Bounding Box Collision
Circle Collision
Detecting collisions in our game
Making our player jump
Dodging incoming rocks
Defining our variables
Tackling the infinite loop situation
Initializing our variables
Collision behavior
Collision function
Drawing our objects on the screen
Artificial Intelligence
History of Artificial Intelligence
Artificial Intelligence Algorithms
Breadth-First Search
Depth-First Search.
Bidirectional search
Uniform cost search
Iterative deepening Depth-First Search
Comparison of preceding algorithms complexities
A * search
Creating your own Artificial Intelligence
Chapter 7: Adding Boundaries and Using Sprites to Create Explosions
Adding boundaries
Creating the classes for our boundaries
Creating boundaries in our game
Creating the variables required
Referencing our boundaries
Updating our boundaries
Drawing our boundaries on the screen
Detecting a collision between the ground and player
Maximum and minimum boundary heights
Creating a new game
Creating explosions
Chapter 8: Adding an Explosion and Creating a UI
Adding an explosion to our game
Creating variables
Some optimizations and improvements
Spawning our explosion
Drawing the explosion on the screen
Creating the UI for our game
Chapter 9: Converting Your Game from 2D to 3D
Introduction to OpenGL ES
Learning about the 3D coordinate system
Creating a 3D scene with OpenGL ES
Creating our project folder
Creating a render class and defining a main activity
Defining shapes
Chapter 10: Working Further on 3D Game
Rendering our object on screen
Adding colors to our object
Rotating our object
Creating a pyramid 3D object
Defining the shape
Rendering our 3D object
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed June 23, 2017).
ISBN:
9781785882913
1785882910
OCLC:
990194374

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