The Book Of Games

Author: Bendik Stang
Editor: Book of Games
ISBN: 829973780X
File Size: 46,88 MB
Format: PDF
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A feast for the eyes with literally thousands of vivid, high-resolution screen shots, this book provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, 150 of the most exciting current software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summary, analysis, and strategy, nine representative in-game screen shots, games with similar skill and strategy requirements, appropriate age range, ESRB content ratings, complete technological specifications, and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current and upcoming hardware platforms such as Sony's new PS3 and Nintendo's Wii.

The A Z Of Atari St Games Volume 3

Author: Kieren Hawken
Editor: Andrews UK Limited
ISBN: 1789820014
File Size: 63,27 MB
Format: PDF, Kindle
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The A-Z of Atari ST Games: Volume 3 features reviews of three different games for each letter of the alphabet. The games range from the very earliest releases in the mid 80s to the modern homebrew games of today. This book shows you just how diverse the library of titles is for the Atari ST range and how it became one of the most popular home computers of all time.

Swift 3 Game Development

Author: Stephen Haney
Editor: Packt Publishing Ltd
ISBN: 1787122425
File Size: 71,35 MB
Format: PDF, Docs
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Embrace the mobile gaming revolution by creating popular iOS games with Swift 3.0 About This Book Create and design games for iPhone and iPad using SpriteKit and Swift 3.0 Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game This step-by-step practical guide will teach you to build games from scratch using little-known tips and strategies for maximum fun Who This Book Is For If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required. What You Will Learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit Set up the scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun and repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape to choose the best option for your own situation Integrate your game with Game Center so that your players can share their high scores and achievements Publish your game to the App Store and enjoy people playing your games In Detail Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit. Style and approach This project-based guide is engaging with a visually-rich approach rather than a text-heavy approach. With every chapter containing practical examples, you will understand how Swift programming works and make the most of the new features in version 3.0.

Making Connect 4 Browser Games

Author: Stephen Gose
Editor:
ISBN:
File Size: 63,21 MB
Format: PDF, Kindle
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This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Connect-4+ game (with "tile-matching") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Understanding Video Games

Author: Simon Egenfeldt-Nielsen
Editor: Routledge
ISBN: 1136300422
File Size: 18,99 MB
Format: PDF
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This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Catalogue Of The Books In That Portion Of The Bolton Public Library Forming The Free Lending Library Oxford Street Revised And Enlarged By J K Waite

Author: Bolton publ. libr
Editor:
ISBN:
File Size: 71,26 MB
Format: PDF, Mobi
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Oke S Handy Book Of The Game Laws

Author: George Colwell Oke
Editor:
ISBN:
File Size: 14,15 MB
Format: PDF, Mobi
Read: 6429
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The Shakespeare Phrase Book

Author: John Bartlett
Editor:
ISBN:
File Size: 58,27 MB
Format: PDF, Kindle
Read: 2220
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Catalogue Of The Public Library Of Quincy Mass

Author: Thomas Crane Public Library
Editor:
ISBN:
File Size: 52,18 MB
Format: PDF, Mobi
Read: 4896
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The London Catalogue Of Books Published In Great Britain With The Sizes Prices And Publishers Names From 1814 To 1846

Author: Catalogues
Editor:
ISBN:
File Size: 73,36 MB
Format: PDF
Read: 9098
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Phaser Iii Game Prototyping

Author: Stephen Gose
Editor:
ISBN: 9781798118757
File Size: 21,68 MB
Format: PDF, Docs
Read: 4469
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This workbook is the new hands-on guide for Game Prototype creations using Micro-services and component object programming with an emphasis on the Phaser III JavaScript Gaming Frameworks. Its examples are from the Phaser's official, v3.15+ JavaScript Game Framework for making online games. It provides Game Recipes(TM) - step-by-step instructions - to master those important skills and techniques you need when working in Phaser III and using our unique "Component Object Programming." This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book's snippets and add your own modification.Phaser III Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser3 JavaScript Game Framework using "OLOO" paradigm. It starts by showing you how you to build game mechanisms in Phaser v3.15+ versions! By the end of Part I, you'll have a complete, fully-functional Game Prototypes, reusable components and the supporting tools to manage further bespoke game production. You'll learn about game character's visual and metadata descriptions, how to control your avatar through the keyboard, mouse, or touch-screen interfaces, develop game environments, create scene migrations and then learn how to use physics and collision detection within a single-player game loop, build dynamic menu responses for your interactive game world. Phaser III Game Prototyping Part II demonstrates how to connect all your new game prototypes and components into various Game Mechanics using the raw power of native JavaScript OLOO. What I show you opens a pathway to construct games within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork in 7 days. You'll learn to make mazes, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the newest Phaser3 features, and other fast-paced actions that cover all the popular game perspective of 2.5D gaming. I'll reveal what I'm doing with Phaser in 3D games too. You'll discover how to develop games and multi-level isometric scenes using special Phaser3 features. All these techniques and supporting source code are explained in an easy-to-understand manner for game designers to gain new skills or simply update their skills in version v3.15+.You'll find detailed working examples on the book's supporting website with dozens of illustrations and many concepts you can freely apply to your own bespoke projects. All the source code annotations enhance the book's explanations. What you'll learn: By the end of this workbook, you'll have integrated into your own bespoke game designs: Adopted processes for business project management and agile software development.Organized a standard file structure for developing games in general;Used a blank game template to scaffold further game projects;Imported resources and game assets;Displayed, animated and moved game avatars on various screen renderings;Managed groups of game objects;Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;Used customized web fonts;Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);Rendered several physics systems;Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);Created and managed game state-phases;Managed permanent game assets across state-phases;Optimized your game for various mobile devices;Integrated 3rd-party scripts and services;Deploy single-player games.Web Sockets demystified for scalable Massive Multi-Player Online Game (MMoG) deployment.

Lower Hall Class List For Works In The Arts And Sciences Including Theology Medicine Law Philosophy Moral Mental Political And Social Education Religious And Devotional Books Ecclesiastical History And Missions Domestic And Rural Economy Recreative Arts Trades Etc

Author: Boston Public Library
Editor:
ISBN:
File Size: 73,73 MB
Format: PDF, ePub, Docs
Read: 3635
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Catalogue Authors Titles Subjects And Classes

Author: Brooklyn Public Library
Editor:
ISBN:
File Size: 57,69 MB
Format: PDF, Kindle
Read: 4058
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A Complete Guide To The Game Of Chess

Author: Heinrich Friedrich L. Meyer
Editor:
ISBN:
File Size: 29,77 MB
Format: PDF, ePub, Mobi
Read: 8291
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Index Catalogue Of Medical And Veterinary Zoology

Author: United States. Bureau of Animal Industry. Zoological Division
Editor:
ISBN:
File Size: 78,64 MB
Format: PDF, ePub, Mobi
Read: 4853
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Coding Games In Scratch

Author: Jon Woodcock
Editor: DK Children
ISBN: 9781465477330
File Size: 30,89 MB
Format: PDF, ePub, Mobi
Read: 4764
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A step-by-step visual guide to building your own computer games using Scratch 3.0 Scratch 3.0 has landed, so stay ahead of the curve with this fully updated guide for beginner coders. Kids will love the step-by-step, visual approach that makes even the most difficult coding concepts fun and easy to understand. Coding Games in Scratch, 2nd Edition, blends coding theory with the practical task of creating exciting games. Children learn the fundamentals of computer programming by seeing how to build their own games. Coding theory is taught through practical tasks, so young programmers don't just learn how computer code works; they learn why it's done that way. Jumpy Monkey shows them how to simulate gravity in their games, or they can give Dog's Dinner a try to learn about collision detection. Once they've zoomed through the book, the possibilities are endless!

Contributions To The Theory Of Games

Author: Harold William Kuhn
Editor: Princeton University Press
ISBN: 9780691079349
File Size: 14,54 MB
Format: PDF, Kindle
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The description for this book, Contributions to the Theory of Games (AM-24), Volume I, will be forthcoming.

Phaser Iii Game Design Workbook

Author: Stephen Gose Phd
Editor: Createspace Independent Publishing Platform
ISBN: 9781725936270
File Size: 70,69 MB
Format: PDF, Kindle
Read: 6476
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This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using Phaser III JavaScript Gaming Framework, you develop your own bespoke game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other browser game development books, you will have your own game, not a carbon-copy of mine.This workbook is divided in three parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 4), while a seasoned game developer might start with Part II (chapters 5 through 10) and scourer the appendix. The workbook's appendix is a resource dictionary choke full of available books, and open-source FREE assets from the Internet. Each chapter guides you in my decisions and design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source-code files in the latest v3.15.x (external to the book's content), so that you can convert these resources into your own production pipeline. In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser III JavaScript Gaming Framework, and other JavaScript tools by following this step-by-step workbook. The power of Phaser JavaScript Framework is exposed for your development. Bonus Content available conveniently in your LeanPub Library or from this book's website.

A Complete Concordance Or Verbal Index To Works Phrases And Passages In The Dramatic Works Of Shakespeare

Author: John Bartlett
Editor:
ISBN:
File Size: 68,76 MB
Format: PDF, Docs
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Diablo Iii Book Of Tyrael

Author: Blizzard Entertainment
Editor: Simon and Schuster
ISBN: 1683831837
File Size: 14,47 MB
Format: PDF, ePub, Docs
Read: 903
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From Blizzard Entertainment, the makers of critically acclaimed games such as Warcraft®, StarCraft®, and Diablo® comes this exciting companion edition to Diablo III: Book of Cain, giving fans an in-depth look into the mind of Tyrael, a key character of the Diablo universe. One of the most exciting and visceral action role-playing games in recent memory, Diablo® has become a worldwide gaming phenomenon. Diablo III: Book of Tyrael takes fans even further into the universe with a detailed and beautifully crafted artifact that focuses on the renowned champion Tyrael. As a former archangel of the High Heavens, he ranks among the most important and influential characters in the Diablo franchise. Here, in this illustrated and comprehensive tome, he reveals never-before-known secrets about the history of the world, the dark threats that yet face mankind, and his decision to join the ranks of humanity as a mortal. Featuring stunning original art throughout, this beautifully illustrated follow-up to Diablo III: Book of Cain will also feature letters from Leah and additional fragments of Cain’s writings, all curated by Tyrael as he weaves together a complex and fascinating story for the members of the Horadrim.