Releasing HTML5 Games for Windows 8
O'Reilly Media (Verlag)
978-1-4493-6050-4 (ISBN)
Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (it’s free!), and uses a case study to show you how to port an HTML5 game with ease.
- Learn which games and JavaScript libraries work best on Windows 8
- Adjust artwork for different screen resolutions and Windows 8 features
- Accommodate mouse, keyboard, touch, and other game controls
- Optimize your game to run well on any Windows 8 device
- Understand the steps for publishing your game to Windows Store
- Explore fixed price, trial mode, ad support, and in-app purchase options
- Use a web-first workflow to ensure your game runs on many other platforms
Jesse Freeman is a Technical Architect/Technology Evangelist at Roundarch and is an active leader in New York's developer community. He is also active in the online community as a writer for several development sites including Adobe Developer Connection, O'Reilly Media, Inc., and Activetuts+. He can be found on twitter at @jessefreeman. Jesse also speaks at conferences and does workshops, which you can find schedules for on his website at http://jessefreeman.com.
Chapter 1 Getting Started with Windows 8
Why Windows 8
What You Need
Windows 8 Hardware
Windows 8 Versus Windows RT
Introduction to Windows 8
Chapter 2 Getting Started with Visual Studio
What Games Work Best
Introduction to Visual Studio Express
Understanding Visual Studio Project Structure
Moving Your Code Over
Understanding the App Lifecycle
Running Your Game for the First Time
Tips and Tricks for Running Your Game on Windows 8
Chapter 3 Screen Resolution and Artwork
Windows 8 Resolutions
Scaling Games for Full Screen
Understanding Snap View
Upscaling Artwork
Designing for Multiple Resolutions
Live Tiles
Splash Screen
Tips and Tricks for Working with Artwork on Windows 8
Chapter 4 Handling Game Controls On Windows 8
Working with Traditional Input
Working with Touch
Working with Controllers and Game Pads
Knowing When to Use What
Tips and Tricks for Windows 8 Game Input
Chapter 5 Debugging and Optimization
Using the Console
Debugging and Breakpoints
DOM Explorer
Remote Debugging
Optimizing Graphics
Optimizing Code
Optimizing for the Lowest Common Denominator
Tips and Tricks for Further Optimization
Chapter 6 Publishing Your Game to the Windows 8 Store
Reserving Your Game’s Name
Submitting Your Game with Visual Studio
Creating Collateral for Your Game
Submitting Updates and New Releases
Reviewing Your Game’s Stats and Ratings
Tips and Tricks for Publishing a Game to the Windows Store
Chapter 7 Monetization
Setting a Fixed Price
Trial Mode
Incorporating Ads into Your Game
In-App Purchase
Tips and Tricks for Monetization
Chapter 8 Back to the Web
A Web-First Workflow
Setting Up a Local Web Server
Using Node.js
Project Structure
Modifiying the Default JavaScript File
Tips and Tricks
Chapter 9 Case Study: Heroine Dusk
About the Game
Getting Started
Chapter 10 Windows 8 Resources
Port to Windows 8 Task List
WinJS App Lifecycle
Windows Store JavaScript Samples
Installing Windows 8 on a Mac
Colophon
Erscheint lt. Verlag | 17.12.2013 |
---|---|
Zusatzinfo | black & white illustrations |
Verlagsort | Sebastopol |
Sprache | englisch |
Maße | 178 x 233 mm |
Gewicht | 263 g |
Einbandart | Paperback |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Informatik ► Web / Internet ► HTML / CSS | |
ISBN-10 | 1-4493-6050-5 / 1449360505 |
ISBN-13 | 978-1-4493-6050-4 / 9781449360504 |
Zustand | Neuware |
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