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  1. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: ©2010
    Publisher:  Focal Press, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780080952130; 0080952135; 024081178X; 9780240811789
    Subjects: Flash (Computer file); Flash (Computer file); Flash (Computer file); Flash (Computer file) Computer games / Programming. Computer animation; Computer games / Programming; Computer animation; GAMES / Video & Electronic; Computer games / Programming; Computer animation; Computer animation; Computer games / Programming; Computer games / Programming; Computer animation; Computer games; Computer animation; Programmierung; Flash <Programm>; Computerspiel
    Scope: xii, 317 pages, [20] pages
    Notes:

    Includes index

    This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C♯ and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization

  2. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: 2010
    Publisher:  Elsevier u.a., Amsterdam u.a.

    Hochschule für Angewandte Wissenschaften Hof - Hochschule Hof, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240811789
    Subjects: Computer games; Computer animation; Flash <Programm>; Programmierung; Computerspiel
    Scope: getr. Zählung, Ill., 24 cm
    Notes:

    Includes indexes.

  3. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: 2010
    Publisher:  Elsevier Focal Press, Burlington, Mass

    This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan

     

    This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization

     

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    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240811789
    RVK Categories: ST 321
    Subjects: Flash <Programm>; Computerspiel; Entwicklung;
    Scope: Online-Ressource (xii, 317 p)
    Notes:

    Includes index

    Description based on print version record

    FRONT COVER; REAL-WORLD FLASH GAME DEVELOPMENT; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; INTRODUCTION; Chapter 1 Computer Science Isn't for Everyone; Chapter 2 The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Chapter 4 //FTW!; Chapter 5 Managing Your Assets/Working With Graphics; Chapter 6 Make It Move: ActionScript Animation; Chapter 7 Turn It Up to 11: Working With Audio; Chapter 8 Put the Video Back in "Video Game"; Chapter 9 XML and Dynamic Content; Chapter 10 Four Letter Words: M-A-T-H; Chapter 11 Don't Hit Me!; Chapter 12 I Always Wanted to Be An Architect.

  4. Real-world flash game development
    how to follow best practices and keep your sanity
    Published: 2010
    Publisher:  Focal Press, Burlington, Mass. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240811789; 024081178X
    RVK Categories: ST 321 ; ST 324 ; ST 326
    Subjects: Flash (Computer file); Computer games--Programming.; Computer animation.
    Scope: Getr. Zählung, Ill., graph. Darst.
  5. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: c 2010
    Publisher:  Elsevier Focal Press, Amsterdam

    Hochschule Emden/Leer, Hochschulbibliothek
    TZA / Gri
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    Universitätsbibliothek Ilmenau
    INF ST 321 F32 G853
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    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    INF D 13200.14
    Unlimited inter-library loan, copies and loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0542
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    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
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    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240811789
    RVK Categories: ST 321 ; ST 324 ; ST 326
    Subjects: Flash <Programm>; Computerspiel; Entwicklung;
    Scope: Getr. Zählung, Ill., graph. Darst., 24 cm
    Notes:

    Includes index

  6. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: 2010
    Publisher:  Elsevier Focal Press, Burlington, Mass

    FRONT COVER; REAL-WORLD FLASH GAME DEVELOPMENT; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; INTRODUCTION; Chapter 1 Computer Science Isn't for Everyone; Chapter 2 The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Chapter 4... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan
    Technische Universität Chemnitz, Universitätsbibliothek
    No inter-library loan

     

    FRONT COVER; REAL-WORLD FLASH GAME DEVELOPMENT; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; INTRODUCTION; Chapter 1 Computer Science Isn't for Everyone; Chapter 2 The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Chapter 4 //FTW!; Chapter 5 Managing Your Assets/Working With Graphics; Chapter 6 Make It Move: ActionScript Animation; Chapter 7 Turn It Up to 11: Working With Audio; Chapter 8 Put the Video Back in "Video Game"; Chapter 9 XML and Dynamic Content; Chapter 10 Four Letter Words: M-A-T-H; Chapter 11 Don't Hit Me!; Chapter 12 I Always Wanted to Be An Architect This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C♯ and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240811789
    RVK Categories: ST 321
    Subjects: Flash <Programm>; Computerspiel; Entwicklung;
    Scope: XII, 317, [20] S.
    Notes:

    Includes index. - Descripció feta a partir del volum imprès

    FRONT COVER; REAL-WORLD FLASH GAME DEVELOPMENT; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; INTRODUCTION; Chapter 1 Computer Science Isn't for Everyone; Chapter 2 The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Chapter 4 //FTW!; Chapter 5 Managing Your Assets/Working With Graphics; Chapter 6 Make It Move: ActionScript Animation; Chapter 7 Turn It Up to 11: Working With Audio; Chapter 8 Put the Video Back in "Video Game"; Chapter 9 XML and Dynamic Content; Chapter 10 Four Letter Words: M-A-T-H; Chapter 11 Don't Hit Me!; Chapter 12 I Always Wanted to Be An Architect.