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Books teaching Allegro
Allegro comes with a great manual, and there is also
a good deal of external documentation. But
if you are from those who like to have something physically by your
side when you are in the middle of programming you might want to take
a look at some of the following books about Allegro. You should be
able to order them from any big book store using their ISBN code. Or
you can use book search engines like BookButler
to compare prices in different internet online shops and buy
immediately.
Some words from the author:
I'm really thrilled about this book, eager to see it in print,
because the language, compiler, game library, everything about
it is so cool. Did I mention that this book will come with a free
compiler/editor/IDE? We're packaging Dev-C++ with it, along with
Allegro. Free they may be, but I've done more in the first 50
pages with these tools than most "DirectX" books cover in 500
pages. For those of you who are big GBA fans, you'll definitely
want to buy this book! I'm using the same compiler and editor
(for the most part, lacking the ARM tools, of course). Dev-C++
is simply amazing!
Oh, one more thing, you'll be able to run the sample programs on
any operating system! How many books can claim that? I'm talking
about Windows 9x/2k/Xp, Linux, Mac OS X, BeOS, FreeBSD, Solaris,
Darwin, Irix, and on and on. I'm including on the CD-ROM, source code
project support for Visual C++, Dev-C++, and KDevelop (Linux). It is
so great being able to compile and run your own games on Windows or
Linux without changing a line of code, and it's all plain vanilla
C, easy to follow, easy to understand. I know you will love it,
because I'm having a blast writing it!
Some words from the author:
The book has 4 major parts: design, coding basics, roleplaying
games and advanced topics.
The design part (ca. 130 pages) covers creativity techniques,
writing a design doc, balancing games and gameplay elements.
The coding basics part (ca. 340 pages) gives you some, well, basic
knowledge. How to use compilers, linkers and make. Loading images,
using keyboard / mouse and joystick with Allegro. Using timers,
the gui, etc. During this part some basic games are designed, like
a simple "Simon" like memory game, a quiz game (using the Allegro
GUI) and some demos introducing sprites, animation and sounds.
The roleplaying games part (ca. 150 pages) introduces tiles,
scrolling of tilebased worlds, etc. At the end of the chapter the
demo game is pretty similar to a one player Gauntlet. You can use
magic, there are enemies trying to get you, you need to find keys,
potions and treasure chests - and finally the exit to the next
level.
The advanced tech part (ca. 150 pages) discusses isometric games,
particle systems, blending effects, page transitions, A* pathfinding,
Lua scripting and Interviews with some developers either using
Allegro or extending Allegro (Sirocco, Ben Davis, Johan Peitz,
Richard Phipps, Bob Ohannessian and Paul Pridham).
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