Being one of the very few books on Allegro game programming, this book is excellent. Mr. Harbour walks you through Allegro using the C programming language. He goes over everything from sound to vertical scrollers to horizontal scrollers to joystick, keyboard, and mouse input. There is TONS of examples in this book. This book, along with the documentation that comes with Allegro is all you will need to make some very awesome games. The games you create are 2D games, which is good (and where I think all beginners should start), so the book stays on topic and gives you everything you need (on CD, or you can download them off the net if you buy a used copy) to create full-featured computer games. Cover......Page 1 Contents AT a Glance......Page 9 Contents......Page 11 CH 1 Demystifying Game Development......Page 34 CH 2 Getting Started with Dev-C++ and Allegro......Page 64 CH 3 Basic 2D Graphics Programming with Allegro......Page 102 CH 4 Writing Your First Allegro Game......Page 150 CH 5 Programming The Keyboard, Mouse, and Joystick......Page 176 CH 6 Introduction to Game Design......Page 218 CH 7 Basic Bitmap Handling and Blitting......Page 246 CH 8 Basic Sprite Programming: Drawing Scaled, Flipped, Rotated, Pivoted, and Translucent Sprites......Page 268 CH 9 Advanced Sprite Programming: Animation, Compiled Sprites, and Collision Detection......Page 310 CH 10 Programming Tile-Based Backgrounds with Scrolling......Page 370 CH 11 Timers, Interrupt Handlers, and Multi-Threading......Page 412 CH 12 Creating a Game World: Editing Tiles and Levels......Page 460 CH 13 Vertical Scrolling Arcade Games......Page 486 CH 14 Horizontal Scrolling Platform Games......Page 520 CH 15 Mastering the Audible Realm: Allegro’s Sound Support......Page 542 CH 16 Using Datafiles to Store Game Resources......Page 570 CH 17 Playing FLIC Movies......Page 582 CH 18 Introduction to Artificial Intelligence......Page 594 CH 19 The Mathematical Side of Games......Page 616 CH 20 Publishing Your Game......Page 642 Appendix A Chapter Quiz Answers......Page 664 Appendix B Useful Tables......Page 682 Appendix C Numbering Systems: Binary and Hexadecimal......Page 688 Appendix D Recommended Books and Web Sites......Page 694 Appendix E Configuring Allegro for Microsoft Visual C++ and Other Compilers......Page 702 Appendix F Compiling the Allegro Source Code......Page 716 Appendix G Using the CD-ROM......Page 722 Index......Page 724 Get ready to create your own high-caliber games with some of the same tools used by professional game developers! If you have a working knowledge of C or C++, then Game Programming All in One, 2nd Edition is the ideal book to get you started on your journey. This practical programming book uses hands-on projects to explain each new subject and includes many sample programs to reinforce the material in each chapter. You'll begin by learning about cross-platform game programming, writing code that will run under Windows, Linux, Mac OS X, and many other systems. Enhance your skills by working through the core features of the Allegro game library and writing code to load images, manipulate sprites, scroll the background, use double-buffering, read a joystick, detect collisions, and implement other core features of any game. You will gain experience by creating a complete game and adding features to it in each new chapter. You will also learn how to write a scrolling platform game and a vertical shooter. "Create your own high-caliber games with some of the same tools used by professional game developers! If you have a working knowledge of C or C++, then "Game Programming All in One, 2nd Edition" can get you started on your journey. It uses hands-on projects to explain each new subject and includes many sample programs to reinforce the material in each chapter. Begin by learning about cross-platform game programming, writing code that will run under Windows®, Linux®, Mac OS® X, and many other systems. Enhance your skills by working through the core features of the Allegro game library and writing code to load images, manipulate sprites, scroll the background, use double-buffering, read a joystick, detect collisions, and implement other core features of any game. You will gain experience by creating a complete game and adding features to it in each new chapter. You will also learn how to write a scrolling platform game and a vertical shooter."--Publisher Reference book that helps guide development of games that will run on almost any operating system. Specifically, the focus is on three compilers - Visual C++, Dev-C++, and KDevelop - and the sample programs featured are written using both Windows and Linux, with screenshots taken from both operating systems.