Ouya Unity Game Development - Gary Riches - E-Book

Ouya Unity Game Development E-Book

Gary Riches

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Beschreibung

Ouya is a microconsole running its own version of the Android operating system. The console features an exclusive Ouya store for applications and games designed specifically for the Ouya platform. It runs a modified version of Android 4.1 Jellybean, and is open to rooting without voiding the warranty. All systems can be used as development kits which allow any Ouya owner to be a developer without any licensing fee. Ouya Unity Game Development offers detailed, easy-to-follow, step-by-step instructions which will help you learn the ins and outs of Ouya development in Unity.From connecting your device with Android Debug Bridge to publishing it on the Ouya Developer Portal, this book will explain the processes involved in creating a game from scratch. As you progress through the book, you will learn about scenes, prefabs, sounds, models, and animations. By the end of the seventh chapter, you will have a 3D game with multiple levels, the possibility of in-app purchases, and controller support that runs on both the Ouya and an Android phone. Starting with an introduction to Ouya, you will learn how to set up an environment and render game levels on Ouya. You will learn how to change levels and how to save the current level. You will then dive into Ouya controller integration and character animation. This book will also teach you the workings of audio source components, and will show you how to add textures to prefabs. Finally, you will learn how you can monetize the game. By the end of this book, you will have the game running on Ouya and geared up to create games on your own.

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Seitenzahl: 137

Veröffentlichungsjahr: 2013

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Table of Contents

Ouya Unity Game Development
Credits
About the Author
Acknowledgment
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. What Is Ouya and Why Does It Matter?
The early years
The crash
The recovery
Home computers
Advancement of game consoles
The first indie console
Cellular games
The iPhone
The competitors
Current day situation
History of Ouya
Ouya's release
Summary
2. Setting Up Unity and the Ouya Plugin
Installing the Android SDK
Installing Java
Setting up the Android SDK
Setting up the Android NDK
Connecting Ouya to your Windows computer
Connecting Ouya to your Mac computer
Ouya Development Kit
The Unity project
The bundle identifier
Setting up Ouya Panel
Ouya required prefabs
Building, running, and compiling an application
Summary
3. Setting Up Your Game
Boo, C#, or UnityScript
Boo
UnityScript
C#
The project structure
Setting up your Scenes
Scripts and MonoDevelop
Scene progression
The title screen menu
Advancing to the game
Ouya controller support
Creating the level
Prefabs
Creating a Prefab
Materials
Multidimensional arrays
The BuildLevel method
Summary
4. Adding a Character and Making Them Move
Making the camera move
Making the character move
Ouya controller support
Animating the character
Summary
5. Adding Finesse to Your Game
Texturing your Prefabs
Adding a background
Adding extra levels
Level complete detection
Moving to the next level
Restarting our level
Adding sounds
Summary
6. Show Me the Money!
Setting up your purchase
Setting up your game
Implementing the Ouya payment framework
How to manage your purchases
Getting the list of products
Limiting your levels
Unlocking levels for people who have paid
Buying your product
Adding a new menu item
The buy method
Hiding menu items
Submitting your game
Summary
7. Building Cross-platform Games
Platform Dependent Compilation
Changing the TitleScreen scene
Removing In-App Purchases
Mobile controls
Summary
Index

Ouya Unity Game Development

Ouya Unity Game Development

Copyright © 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: October 2013

Production Reference: 1171013

Published by Packt Publishing Ltd.

Livery Place

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ISBN 978-1-78355-970-1

www.packtpub.com

Cover Image by Jarek Blaminsky (<[email protected]>)

Credits

Author

Gary Riches

Reviewers

John P. Doran

Steve Jarman

Acquisition Editor

Kevin Colaco

Commissioning Editor

Sharvari Tawde

Technical Editors

Novina Kewalramani

Amit Shetty

Project Coordinator

Amigya Khurana

Proofreader

Lesley Harrison

Indexer

Mariammal Chettiyar

Production Coordinator

Kyle Albuquerque

Cover Work

Kyle Albuquerque

About the Author

Gary Riches is a longstanding member of the iOS developer community. He has a keen interest not only in established sections of the industry such as gaming but also in emerging technologies such as Ouya, GameStick, and others.

Filled with a passion to program on new systems, he has just become a registered Wii U developer and will also create content for Xbox One and PlayStation 4. To target so many platforms he uses Unity, which he learned while working on the Augmented Reality SBook for Saddington Baynes.

When not building software for other companies, he builds his own business by creating photo manipulation apps such as Zombify Me, games such as Aztec Antics and Amazed, and also works on educational apps and games such as Nursery Rhymes: Volume 1, 2, and 3.

Acknowledgment

I would very much like to thank my wonderful wife, Sophie. Without her support and enthusiasm I would not be where I am today or the man I am today. This one paragraph cannot thank her enough but I doubt Packt Publishing will let me write a book to her so it'll have to do. I must also thank my beautiful daughter Evie, she provides a brilliant distraction when I'm taking a break or thinking of what to write or do next.

I must also thank my Mum and Dad, they provided me with computer equipment from an early age, without which I would have never been able to learn how to program. Along with the rest of my family, my brother David, helped to foster a very strong interest in computers and computing. I will never forget when he made our Spectrum flash insults at me on the screen by programming it and it seemed like pure magic.

Dave Mark and Jeff LaMarche wrote the book I learnt iOS development from and without them I would have missed the mobile train completely.

And finally I must thank all of those from the #actionscript IRC channel where I first learned to program. Special thanks goes out to Rob Gibson, Mark Griffin, Glenn Jones, Andreas Rønning, and all the other people from that channel that I haven't mentioned.

About the Reviewers

John P. Doran is a technical game designer who has worked on all manners of educational, mod, and professional game projects. He graduated from DigiPen Institute of Technology in Redmond, WA with a Bachelor of Science in Game Design.

He previously worked at LucasArts in San Francisco, CA on Star Wars 1313 as an intern Level Designer. He is currently the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate level students in an intensive, advanced-level game programming curriculum. He's also a Software Engineer at DigiPen's Singapore campus teaching advanced usage of C/C++, UDK, Flash, Unity, and ActionScript in a development environment to students.

He is the author of Mastering UDK Game Development, Getting Started with UDK, and the co-writer of UDK iOS Game Development Beginner's Guide, all available from Packt Publishing.

You can check his blog at http://johnpdoran.com and contact him at <[email protected]>.

Thanks so much to the author for allowing me to give him my thoughts while writing the book, I hope that they helped.

I'd also like to thank my brother, Chris Doran, and my wife Hannah Mai for being there for me whenever I need it and being patient while I was working on this. I'd also like to thank all the lovely people at Packt Publishing for all of their support and know-how!

Steve Jarman is a software developer from Sydney, Australia. He has been programming for almost 30 years; starting out on a Commodore 64 at an early age. Since 2008, Steve's efforts have been focused on video game development, primarily using the Unity engine. He is the creator of several successful mobile apps and games. Steve can be contacted through his website at www.stevejarman.com.

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Preface

As the Ouya technology is so new, finding information about developing for it can be hard. This book covers all that you'll need to know to create your game and add great features to it, such as controller functionality, animation, sounds, and monetization. We'll even show you how to make it work on Android phones and tablets.

What this book covers

Chapter 1, What is Ouya and Why Does It Matter?, gives a brief history of video games. We'll show where they've come from, where they're going, and how the Ouya technology fits in to that journey.

Chapter 2, Setting Up Unity and the Ouya Plugin, will guide you through installing the development kits needed and show how to set up your Unity project so that you can build to the Ouya platform.

Chapter 3, Setting Up Your Game, explains the differences between three of the languages you can use to program in Unity and builds the foundation for our game.

Chapter 4, Adding a Character and Making Them Move, explains about adding movement to the camera and making it follow a player around the level. It also explains expanding upon your character and adding animations.

Chapter 5, Adding Finesse to Your Game, explains how to texture your prefabs,add sounds and more levels. This chapter will really flesh out the game.

Chapter 6, Show Me the Money!, will add In-App Purchases, which will allow you to monetize your awesome new creations.

Chapter 7, Building Cross-platform Games, explains that one of Unity's strongest features is its write-once, publish-everywhere functionality. Leverage this ability and get your game running on Android phones and tablets.

What you need for this book

For this book you will be required to download the free version of Unity available at the following link:

http://www.unity3d.com/unity/download

Your computer should also meet the minimum requirements, as stated on the Unity website. For the latest requirements, refer to the following link:

http://unity3d.com/unity/system-requirements

You will also need the Android SDK, NDK, Java, and Ouya Development Kit. The download, installation, and setup of these is covered in Chapter 2, Setting Up Unity and the Ouya Plugin.

Who this book is for

This book is for beginner programmers upwards; a basic understanding of Unity is required. All concepts are explained, even if they are simple.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "We won't be using the System.Collections in this script, so we can go ahead and delete that line although it won't affect if you leave it in".

A block of code is set as follows:

usingUnityEngine; public class AdvanceToNextLevel : MonoBehaviour { // Use this for initialization void Awake () { Application.LoadLevel("TitleScreen"); } }

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "We're going to create some new folders to hold other files in project, so click on the Create drop-down menu, which is located just underneath the Project tab in panel you opened".

Note

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Tip

Tips and tricks appear like this.

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Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the erratasubmissionform link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded on our website, or added to any list of existing errata, under the Errata section of that title. Any existing errata can be viewed by selecting your title from http://www.packtpub.com/support.

Piracy

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We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. What Is Ouya and Why Does It Matter?

Video games! From the bedroom developer to the video-game company, we can all create games that can inspire, educate, or are just plain fun. Let's look how video games got where they are and the history of indie game development till the current day with the Ouya.

The early years

It started on January 25, 1947. The United States Patent and Trademark office received a request for a patent on an invention described as a cathode ray amusement device. The patent was granted on December 14, 1948 and, while it was never marketed or sold to the general public, it was truly one of the first video games. The machine was a crude electromechanical device that did not use any memory or programming.

In the early 1950s, simple computer programs started to surface but they lacked interactivity, and with the limited accessibility of computers they would not be seen by many and were destined to be forgotten.

It wasn't until the 1970s that arcade machines as we know them came about. Nolan Bushnell and Ted Dabney created a coin-operated game named Computer Space. Nutting Associates bought the game and produced over 1,500 arcade machines. Computer Space had a steep learning curve, and because of this was unsuccessful, but it must still be remembered for being the first mass-produced video game offered for general sale.

Bushnell and Dabney went on to establish Atari in 1972 and assigned one of their employees, Allen Alcorn, with a training exercise. During that exercise, he created Pong, the virtual table tennis game we all know and love. Bushnell and Dabney were impressed with Alcorn's work and they decided to manufacture the game. Overall, Atari sold approximately 19,000 pong machines.