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  1. Flash game development in a social, mobile, and 3D world
    Published: 2014
    Publisher:  Cengage Learning, Australia

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1435460200; 1435460219; 9781435460218
    RVK Categories: ST 326
    Edition: 1st ed
    Subjects: GAMES / Video & Electronic; Flash (Computer file); Computer animation; Computer games / Programming; Computer games; Computer animation; Flash CS6; Computerspiel
    Scope: 1 Online-Ressource (xiii, 609 p. :)
  2. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: 2011
    Publisher:  Elsevier Science, Burlington

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240817699; 0240817699; 9780240817682; 0240817680
    Edition: 2nd ed
    Subjects: Flash (Computer file); Flash (Computer file); Sport & Recreation; Computer science; Computer animation; Computer games / Programming; Informatik; Computer games; Computer animation; Flash <Programm>; Programmierung; Computerspiel
    Scope: 433 pages
    Notes:

    Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to

  3. 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

  4. Real-world Flash game development
    how to follow best practices and keep your sanity
    Published: 2012
    Publisher:  Focal Press, Amsterdam [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240817682
    Edition: 2. ed
    Subjects: Programmierung; Computerspiel; Flash <Programm>
    Other subjects: Flash (Computer file)
    Scope: xiii, 418 p., Ill., graph. Darst., 25 cm
  5. 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.
  6. Flash
    building the interactive web
    Published: [2014]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part... more

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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Universitätsbibliothek Osnabrück
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    Universitätsbibliothek der Eberhard Karls Universität
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    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the "Flashimation" aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards--including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience."

     

    Export to reference management software   RIS file
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262325776; 0262325772
    Series: Platform studies
    Subjects: World Wide Web; Multimedia communications; Flash (Computer file); World Wide Web; Multimedia communications ; Computer programs; DIGITAL HUMANITIES & NEW MEDIA/General; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Scope: 1 online resource (ix, 180 pages), illustrations.