Kodu for Kids

ISBN-10: 0789750767

ISBN-13: 9780789750761

Edition: 2013

Authors: James F. Kelly

List price: $29.99
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Ever wanted to create your own game? With Microsoft's Kodu, you can do just that -- and, as you do, you'll learn and practice powerful creativity, problem-solving, and storytelling skills, too! Designed for kids, Kodu is a simple new visual programming language is perfect for any non-programmer -- of any age. Now,Kodu for Kidswill teach you everything you need to know to create games with Kodu that will run on your Xbox 360 or Windows PC. Working directly with Microsoft Studio's Kodu Game Lab, James Kelly walks you through every step of building a game, including: * Learning to use Kodu's visual coding tools* Creating and manipulating characters* Building and customizing game worlds* Adding weapons, objects, and other enhancements* And much more The book concludes with a start-to-finish case study, walking you through creating a complete quest-style game. Kodu for Kidsis written to be easy and friendly enough for 8-12-year-olds -- so it's simple enough for anyone who's ever wondered how games work, how they're put together, and how programming works!
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Book details

List price: $29.99
Copyright year: 2013
Publisher: Pearson Education
Publication date: 4/23/2013
Binding: Paperback
Pages: 528
Size: 7.00" wide x 9.00" long x 0.50" tall
Weight: 1.496
Language: English

Get Kodu: Download and Installation
Downloading Kodu
Installing Kodu
Checking Whether Kodu Installed Properly
Adding a Game Controller
Moving On
Explore Kodu Game Lab: Basic User Controls and Tools
Opening the Kodu Game Lab
Navigating a New World
The Tools
Placing Objects on the Terrain
Changing an Object's Characteristics
Rotating an Object
Moving On
Take a Test Drive: Controlling Objects and Terrain
Programming an Object to Move and Jump
Taking Rover for a Spin
Adding More Terrain
Changing the Terrain Color/Material
Save Your Progress
Moving On
Missiles Locked and Loaded: Adding Targets and Firing Controls
Adding Nonmoving Obstacles
Making Objects Disappear
Here Come the Missiles
Changing a Game Setting
Having Fun with Settings
Save Your Progress
Moving On
Player 1 Versus Player 2: Adding Players and Awarding Points
Basic Game Elements
Keeping Score
Configuring the Scorekeeping
Awarding Points
Testing the Scorekeeping
Creating Different Point Awards
Adding a Second Player
Moving On
Build Your Own World: Moving Mountains and Painting Terrain
It's Not All About the Objects
The Ground Brush
Changing the Brush Shape
The Magic Brush
Mountains and Molehills
Brush Shape Options
Smoothing or Roughing Terrain
Much More World Building to Come
Moving On
Difficult Targets to Hit: Increasing Game Difficulty and Path Following
Increasing the Difficulty Level
Where Did That Target Go?
Random Movement
Path Following
Run Away!
Score Programming
Moving On
Dangerous Targets: Programming Enemies That Fire Back
Targets That Fight Back
Saucers Go Boom
Game Over?
Return Fire
Moving On
Grab That Power Up: Using Pages for More Complex Programs
Changing the Game Conditions
Put Time Back on Clock
Turn the Page
Decrease Smart Saucer Speed
Heal with Health Trees
Moving On
The Cameras Are Rolling: Camera Controls for Solo and Multiplayer Games
It's All About Your Point of View
Strange World
Camera Modes
Fixed Position
Fixed Offset
In-Game Camera Changes
Moving On
Good Game Design, Part 1: Tips and Tricks for Better Game Programming
World Design: Tips and Tricks
Game Management: Tips and Tricks
Object Programming: Tips and Tricks
Moving On
Adding Conversations and In-Game Instructions
Add Fun Sounds to an Object
Chit-Chat Between Objects
Nontimed Conversations
Adding In-Game Instructions
Moving On
World Design: Creating Environmental Special Effects
Your World's Terrain and Sky Color Effects
Do You Need a Breeze or a Hurricane?
Lakes and Rivers
Objects and Water
Moving On
Games Should Be Heard: Programming Music and Sound Effects
Adding a Game Music Soundtrack
Programming Background Noise for Your World
Adding Sound Effects
Using Sound Effects for Player Conditions
Moving On
Good Game Design, Part 2: More Tips and Tricks for Great Games
Better Game Programming
More World Design Tips and Tricks
The Maze
The Stadium
More Game Management Tips and Tricks
More Object Programming Tips and Tricks
Moving On
The Role of the Storyteller: Scripting Cut-Scenes Between Game Action
Scripting a Cut-Scene
Adding a Camera
Scripted Conversation
Scripted Movement
The Second Conversation
Game Cleanup
Hiding Scoreboards
Making Sticks Invisible
Moving On
The Big Bag of Tricks
Programming Features You Might Not Have Discovered
Modifying Terrain Edit Speed
Controlling Score Visibility
The Great and Powerful Rock
Using Description to Hold Comments
Using Say Tiles to Hold Comments
Using the Inline Tile to Save Time
Using Multiple Game Controllers
Configuring Missile Control
Moving On
Join the Community: Online Help and Sharing Games
The Kodu Game Lab Website
The Kodu Community Forum
Creating a LiveID Account
Posting Comments, Questions, and Answers
Sharing Your Games
Moving On
Good Game Design, Part 3: Giving Players a Great Experience
Giving Players a Great Experience
Game Design
Game World Planning
Game Rules and Objectives
Balancing Fun and Difficulty
Moving On
Sample Game 1: A One-Player Shooter
Game 1 Overview
Creating The Amazing Maze Chase
Programming the Game
Programming Cycle
Adding a Trap
Adding an Enemy
Ending the Game
Improving the Game
Time Limit
Enemy Chasers
Keys/Quest Items
A Cheat Button
Two Players
Devious Maze
The Invisible Hunter
Moving On
Sample Game 2: Two-Player Competition
Game 2 Overview
Creating Blip Bam Boom
Programming the Game
Programming the Rovers and Coin Creatable
Programming the Saucers
Programming the Kodus
Improving the Game
Enlarging the Game World
Imposing a Time Limit
Adding a Super Recharger
Using Power-Ups
Encouraging Duels
Providing Missiles
Deploying Decoys
A Game of Chase
Moving On
Sample Game 3: On a Mission
Game 3 Overview
Creating The Dune Treasure
Programming the Game
How Power-Ups Work
Program a Power-Up
Improving the Game
Including a Wandering Boss
Adding Healing Water
Defeating an Unfriendly Saucer
Using Mystery Power-Ups
Creating Boss Minions
Introducing a Super Boss
Changing Terrain
Adding Scoring
Moving On
Sample Game 4: The Side-Scroller Experience
Sample Game 4 Overview
Creating Octo's Aquarium
Programming the Game
Programming Octo
Programming the Creatables
Programming the Fans
Improving the Game
Including Underwater Weapons
Enabling Ink Clouds
Introducing Healing Starfish
Don't Forget Music
Getting There and Back
You Sank My Ship!
Creating an Invisible Maze
Using Depth Charges
Moving On
Closing Thoughts and Challenges
Consider All You've Learned
Where to Go from Here
A Challenge for You
Moving On
A The Kodu Developers
Stephen Coy
Matt MacLaurin
Mark Finch
Michael Miller
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