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Code the Classics Volume I

David Crookes Andrew Gillett Liz Upton Eben Upton

$54.99

Hardback

Forthcoming
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English
Raspberry Pi Press
04 December 2024
Take inspiration from the golden age of video games and learn how to write your own modern classics

Code the Classics Volume 1 not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them, following examples programmed by Raspberry Pi founder Eben Upton. In this book, you'll learn how to run and edit the games in this book by installing Python, Pygame Zero, and an IDE. You'll also:

Get game design tips and tricks from the masters Learn how to code your own games with Pygame Zero Explore the code listings and find out how they work

You'll meet these vintage-inspired games, and learn from their code in between rounds of play:

Boing!: all it took was a couple of lines and a dot, and gamers would be queuing up to play. Cavern: Enduringly popular, the platform game genre is still packed with creative possibilities. Infinite Bunner: Play around with the benefits that a top-down perspective can lend to the classic platform genre. Myriapod: Some shooters confine the gameplay to a single screen while limiting the player's movement. Restrictions can build challenge and difficulty, making for truly addictive gaming. Substitute Soccer: Top-down games of pinball-style soccer built a huge cult following and kicked off a sports genre that's still going strong.
By:   , , ,
Imprint:   Raspberry Pi Press
Country of Publication:   United Kingdom
Edition:   2nd Revised edition
Dimensions:   Height: 240mm,  Width: 180mm, 
ISBN:   9781916868199
ISBN 10:   1916868193
Pages:   240
Publication Date:  
Recommended Age:   From 13 to 17 years
Audience:   Children/juvenile ,  English as a second language
Format:   Hardback
Publisher's Status:   Forthcoming

David Crookes began his career as a journalist in 1994 as a freelance writer for Amstrad Action. He has since written and worked for regional newspapers, The Independent, BBC Radio 5 Live, gamesTM, Wireframe, and Retro Gamer, among many others. His previous books include Cloud Computing In Easy Steps and Facebook for Beginners In Easy Steps. He also curated Videogame Nation, an exhibition celebrating the rise of gaming, which toured the UK. Andrew Gillett grew up with early computers such as the ZX Spectrum, and was writing simple programs from the age of five. Since then, he's worked on games that have sold millions, including Rollercoaster Tycoon 3, Kinectimals, and Kinect Disneyland Adventures. After working in the games industry for 13 years, he is now a computer science/programming tutor and indie developer. Liz Upton was an award-winning journalist before becoming one of the co-founders of Raspberry Pi along with her husband Eben. She now works as Executive Director of Communications at Raspberry Pi. Liz plays the piano, collects and restores old fountain pens, and has an uncanny knack of getting toddlers to consume vegetables. Eben Upton is the CEO of Raspberry Pi Ltd., which runs the engineering and trading activities of the Raspberry Pi Foundation. He is responsible for the overall software and hardware architecture of the Raspberry Pi device. Dan Malone has been involved in the UK games industry for over 30 years and has been writing stories, games, designing characters, and drawing comics for most of his life. His work includes design and graphics on games from Speedball 2 and The Chaos Engine (Amiga/Atari ST) to character model design on SSX Blur (Nintendo Wii). Sean M. Tracey calls himself a technologist, which is his way of saying he hasn't decided what he wants to do with technology yet - other than everything. Sean has spent his career trying to avoid getting 'proper' jobs, and as such has had a hand in making a variety of fun and interesting projects, and every now and then he writes a book about those things too. Allister Brimble is a music and sound designer and has created the audio for over 400 video games since the early 1990s. During his time in the industry, Allister has worked on almost every format, from the early 8- and 16-bit home computers to hand-held devices and beyond, into today's current consoles, phones, and tablets.

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