
Releasing HTML5 Games for Windows 8
Description
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Content
- Intro
- Copyright
- Table of Contents
- Preface
- Audience
- Assumptions This Book Makes
- Conventions Used in This Book
- Safari® Books Online
- How to Contact Us
- Acknowledgments
- Chapter 1. Getting Started with Windows 8
- Why Windows 8
- What You Need
- Windows 8 Hardware
- Devices
- Windows 8 Versus Windows RT
- Introduction to Windows 8
- Live Tiles
- Charms
- Settings
- Windows Store
- Shortcuts
- Windows 8.1
- BizSpark and DreamSpark
- 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
- Disable Touch Behaviors via CSS
- File Paths and Loading Locally
- Avoid Modernizr Libraries
- 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
- Use Sprite Sheets or Texture Atlases
- Render for Native Resolution
- Handling Edge Cases
- Set a Maximum Resolution
- 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
- Contextual Controls
- Avoid Configuration Screens
- Instruction Screen
- 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
- Debug Builds Are Slower Than Production Builds
- Avoid Multiple Draw Calls to the Canvas
- Use Best Practices
- 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
- Privacy Policy
- Setup Capabilities
- Chapter 7. Monetization
- Setting a Fixed Price
- Trial Mode
- Incorporating Ads into Your Game
- In-App Purchase
- Tips and Tricks for Monetization
- Promote Your Game
- Incentivize Players to Upgrade from a Trial
- Get People to Rate Your Game
- Make Compelling IAP Options
- Get Reviews
- 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
- Modularize Your Code
- Test Regularly
- Use Automation
- Chapter 9. Case Study: Heroine Dusk
- About the Game
- Getting Started
- Chapter 10. Windows 8 Resources
- Port to Windows 8 Task List
- Mandatory
- WinJS App Lifecycle
- Windows Store JavaScript Samples
- Live Tiles
- Flyout Panels
- Loading/Saving to Local File System
- Accelerometer Support
- Pen Support
- Splash Screen
- Dialog Boxes
- Trial and In-App Purchase
- Installing Windows 8 on a Mac
- About the Author
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