|
||||||
Chapter 1 Getting Started with Visual BasicWelcome to the first chapter of Visual Basic Game Programming for Teens. This chapter gives you a little overview of what to expect in the ebook. Chapter 2 Your First DirectX Program This chapter takes you through the process of writing a complete program that loads a bitmap file and displays the image on the screen using Direct3D. Chapter 4 Core Technique:Drawing Bitmaps This chapter teaches you the core technique of how to manipulate bitmaps in preparation for the tile-based scrolling chapters that follow. Chapter 5 Level Editing with Mappy This chapter provides an introduction to world building, or more specifically, map editing. Chapter 6 The Basics of Tile-Based Scrolling This chapter is the first lesson on the game programming subject of scrolling a tilebased background. Chapter 7 Scrolling the Game World This chapter focuses on creating a tile-based background that scrolls with a generated bitmap in memory. Chapter 8 Advanced Scrolling Techniques This chapter builds a tile scrolling engine based on this concept and is the foundation for the Celtic Crusader game described back in Chapter 3, “Designing the Game.” Chapter 9 Core Technique:Drawing Sprites This chapter moves along at a pretty good clip, so you don’t want to skip a single paragraph or you might miss some important detail. Chapter 10 Core Technique:Animating Sprites This chapter continues the discussion of sprites brought up in the previous chapter, which developed the core source code for loading and drawing sprites. Chapter 11 Core Technique:User Input This chapter explores DirectInput in detail, providing all the code you need to handle the user input for a game written with Visual Basic. Chapter 12 Walking Around in the Game World This chapter combines the tile-based scroller engine with the texture-based sprite handler to let you take a “walk about” in the game world using an animated character sprite. Chapter 13 Core Technique:Drawing Text This chapter covers the solitary subject of drawing text on the screen. Chapter 14 Core Technique:Collision Detection This chapter explains the core technique of detecting collisions between two sprites in a game. Chapter 15 Creating the Character Classes This chapter provides a discussion of player attributes and the creation of character classes. Chapter 16 Adding NPCs to the Game World This chapter fills the role of explaining how to add NPCs to the game world, and also squeezes in a sorely needed discussion of player attributes and the entire player-creation process. Chapter 17 Talking with NPCs This chapter adds another level of realism to the game by making it possible to interact with the non-player characters (NPCs) you added in the previous chapter. Chapter 18 Engaging in Combat with NPCs This chapter is the last major discussion of working with non-player characters (NPCs) in the book, so my goal here is to develop a working combat system within the game. Chapter 19 Adding Scenery to the Game World This chapter shows you how to fill the world with scenery. This scenery is added to the game world in such a way that does not require you to edit the map file. Chapter 20 Core Technique:Sound Effects This chapter is a quick jaunt through the DirectSound part of DirectX Audio, with a small program to demonstrate how to use DirectSound to play .WAV files in Visual Basic. Download free ebooks of visual basic:Microsoft Visual Basic Game Programming For Teens
|
| More free ebooks | |
Free programing ebooks
Chapter 1 Getting Started with Visual Basic