Description |
1 online resource : illustrations (some color). |
Physical Medium |
polychrome |
Description |
text file |
Series |
Learning by doing: less theory, more results
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Learning by doing (Packt Publishing)
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Note |
Includes index. |
Contents |
Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Experiencing the OUYA; Setting up the console; Networking; Displaying games; Time for action -- installing your first game; Playing the OUYA; Touch controls; Summary; Chapter 2: Installing Unity and the OUYA ODK; Installing the game engine; Time for action -- setting up Unity; Downloading and configuring additional packages; Time for action -- downloading Java, the Android SDK, and the ODK; Modifying the PATH variable. |
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Time for action -- editing PATH on Mac OSTime for action -- editing PATH on Windows; Installing packages with the Android SDK; Time for action -- installing Android packages; Configuring the USB connection; Time for action -- configuring the USB driver on Windows; Time for action -- export OUYA packages from Unity; Time for action -- importing packages into a new workspace; Summary; Chapter 3: Diving into Development; Creating a 3D text prototype; Time for action -- manipulating the scene; Time for action -- creating and scripting 3D text; Creating a custom function. |
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Time for action -- writing a functionTime for action -- capturing data with return values; Time for action -- controlling functions with parameters; Making our scripts interactive; Time for action -- adding keyboard interaction to scripts; Deploying our code on OUYA; Time for action -- running your first test on OUYA; Summary; Chapter 4: Moving Your Player with Controller Input; Creating an interactive marble prototype; Time for action -- setting the scene; Time for action -- importing a Unity input script; Time for action -- turning input into movement; Time for action -- movement with the OUYA SDK. |
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Adding additional functionality to our marbleTime for action -- adding button features; Time for action -- improving the camera; Completing our game; Time for action -- adding a goal zone; Summary; Chapter 5: Enhancing Your Game with Touch Dynamics; Using the touchpad to interact with buttons; Creating the cannonball prototype; Time for action -- creating a cannon prefab; Time for action -- creating an interactive button; Time for action -- adding an impulse force to a rigidbody component; Using cursor data to add touch input to games; Time for action -- reading mouse position in Unity. |
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Time for action -- creating a vector from cursor movementIncorporating touch data into your mechanics; Time for action -- hiding the cursor on the screen; Time for action -- creating a target for the cannon; Summary; Chapter 6: Saving Data to Create Longer Games; Creating collectibles to save; Time for action -- creating a basic collectible; Time for action -- scripting the collectible; Time for action -- accessing the scripts on other objects; Saving data with the Unity engine; Time for action -- saving data with PlayerPrefs; Time for action -- setting up a GUI Text object. |
Note |
Using save data in multiple scenes. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Video games -- Design.
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Video games -- Design. |
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Video games -- Programming.
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Video games -- Programming. |
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User interfaces (Computer systems)
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User interfaces (Computer systems) |
Genre/Form |
Electronic books.
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Added Title |
All-inclusive, fun guide to making professional three dimensional games fot the OUYA console |
Other Form: |
Print version: Donovan, Jack. OUYA Game Development by Example. Birmingham : Packt Publishing, 2014 9781849697231 |
ISBN |
9781849697231 (electronic book) |
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184969723X (electronic book) |
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9781849697224 |
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1849697221 |
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