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Visual Basic Game Programming for Teens [With CD-ROM]
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Table of Contents

PART I: INTRODUCTION
CHAPTER 1: GETTING STARTED WITH VISUAL BASIC
CHAPTER 2: YOUR FIRST DIRECTX PROGRAM
CHAPTER 3: DESIGNING THE GAME
PART II: CREATING AN INTERACTIVE GAME WORLD
CHAPTER 4: CORE TECHNIQUE: DRAWING BITMAPS
CHAPTER 5: LEVEL EDITING WITH MAPPY
CHAPTER 6: THE BASICS OF TILE-BASED SCROLLING
CHAPTER 7: SCROLLING THE GAME WORLD
CHAPTER 8: ADVANCED SCROLLING TECHNIQUES
PART III: THE PLAYER''S CHARACTER (PC)
CHAPTER 9: CORE TECHNIQUE: DRAWING SPRITES
CHAPTER 10: CORE TECHNIQUE: ANIMATING SPRITES
CHAPTER 11: CORE TECHNIQUE: USER INPUT
CHAPTER 12: WALKING AROUND IN THE GAME WORLD
CHAPTER 13: CORE TECHNIQUE: DRAWING TEXT
CHAPTER 14: CORE TECHNIQUE: COLLISION DETECTION
PART IV: NON-PLAYER CHARACTERS (NPCS)
CHAPTER 15: CREATING THE CHARACTER CLASSES
CHAPTER 16: ADDING NPCS TO THE GAME WORLD
CHAPTER 17: TALKING WITH NPCS
CHAPTER 18: ENGAGING IN COMBAT WITH NPCS
PART V: FINISHING TOUCHES
CHAPTER 19: ADDING SCENERY TO THE GAME WORLD
CHAPTER 20: CORE TECHNIQUE: SOUND EFFECTS
CHAPTER 21: CORE TECHNIQUE: BACKGROUND MUSIC
APPENDIX A: USING THE CD-ROM

About the Author

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

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PART I: INTRODUCTION CHAPTER 1: GETTING STARTED WITH VISUAL BASIC CHAPTER 2: YOUR FIRST DIRECTX PROGRAM CHAPTER 3: DESIGNING THE GAME PART II: CREATING AN INTERACTIVE GAME WORLD CHAPTER 4: CORE TECHNIQUE: DRAWING BITMAPS CHAPTER 5: LEVEL EDITING WITH MAPPY CHAPTER 6: THE BASICS OF TILE-BASED SCROLLING CHAPTER 7: SCROLLING THE GAME WORLD CHAPTER 8: ADVANCED SCROLLING TECHNIQUES PART III: THE PLAYER"S CHARACTER (PC) CHAPTER 9: CORE TECHNIQUE: DRAWING SPRITES CHAPTER 10: CORE TECHNIQUE: ANIMATING SPRITES CHAPTER 11: CORE TECHNIQUE: USER INPUT CHAPTER 12: WALKING AROUND IN THE GAME WORLD CHAPTER 13: CORE TECHNIQUE: DRAWING TEXT CHAPTER 14: CORE TECHNIQUE: COLLISION DETECTION PART IV: NON-PLAYER CHARACTERS (NPCS) CHAPTER 15: CREATING THE CHARACTER CLASSES CHAPTER 16: ADDING NPCS TO THE GAME WORLD CHAPTER 17: TALKING WITH NPCS CHAPTER 18: ENGAGING IN COMBAT WITH NPCS PART V: FINISHING TOUCHES CHAPTER 19: ADDING SCENERY TO THE GAME WORLD CHAPTER 20: CORE TECHNIQUE: SOUND EFFECTS CHAPTER 21: CORE TECHNIQUE: BACKGROUND MUSIC APPENDIX A: USING THE CD-ROM

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