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Saturday, November 12, 2011

#CHEAP Visual Basic Game Programming for Teens

Visual Basic Game Programming for Teens


Visual Basic Game Programming for Teens


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Visual Basic Game Programming for Teens Overview


"Visual Basic Game Programming for Teens" teaches the younger reader how to write games with the easily approachable and popular Visual Basic 6.0 and utilizing DirectX 8.1 for the game library. It devotes little time to the fundamentals of the language, focusing instead on complete game projects to teach the subject of game programming. As a "for Teens" title, this book explains the game development topics in detail. It does not explain every aspect of DirectX, but rather, uses those components needed to teach a lesson in each chapter, focusing on game programming subjects first and foremost. The focus is concentrated on creating games rather than the logistics of game programming. For instance, several chapters will cover artwork, level editing, 3D modeling, and world building-subjects seldom covered in books of this type for the beginner/teen market. It shows how just a little more work and a few more lines of code can produce a really great game. The reader will finish this book with a satisfying sense of completion, a solid feeling of closure, and a desire to tweak and modify the sample games in the book



Visual Basic Game Programming for Teens Specifications


Features of Visual Basic Game Programming for Teens (Third Edition)


  • Covers Visual Basic 2008, and is compatible with Visual Basic 2010.

  • Shows teens and beginners how to create their own 2D role-playing game.

  • Teaches game programming using Visual Basic Express, which is free to download.

  • Uses clear and easy-to-understand instructions.

  • "Note," "Tip," "Hint," and "Definition" boxes throughout the text offer additional info from the author.


Book Contents

The book is divided into three major parts.

"Part I, Building Blocks" includes eight chapters that form the foundation of the role-playing game that is developed in the book. These chapters cover subjects like Windows Forms, bitmaps, sprite animation, user input, collision detection, and similar core subjects.

"Part II, Game World" includes five chapters devoted to building the game engine components needed to manage and render the game world in which the player will live. The core of this game world is a tiled scroller and a level editor.

"Part III, Gameplay" includes seven chapters that develop all of the gameplay components of the role-playing game that make the game truly playable. This part offers additional game editors and classes that make it possible to fight monsters, pick up treasure, manage the player's inventory and equipped gear, gain experience and level up, talk with NPCs, and go on quests. The final game demo in the last chapter shows how the reader may build his own custom RPG using all of the tools and source code.