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Book Building  Bump   Jump  To Capture Browser Games

Download or read book Building Bump Jump To Capture Browser Games written by Stephen Gose and published by Independently Published. This book was released on 2024-03-25 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to create online "Bump & Jump to Capture" games using these project management methods from the Construct Game Starter Kit Collection workshop series in this chapter. When you finish this course, you will have a production pipeline to create thousands of "Bump & Jump to Capture" (i.e.: checkers, draughts, and chess-style variants) games as your imagination can dream of! (The workbook provides game prototypes that can easily include new artwork.) You'll also get download samples, templates, prototypes, and source code references on how to do everything in this game design workbook, so you can copy and paste these samples into your productions and then modify those resources for your purposes. General Game Licenses are included in the purchased book for several games. These games support 11 languages. I want to guide you in creating several styles of Peg Solitaire game mechanics and other "Jump" to capture games such as "Checkers" (aka Draughts") and "Chinese Checkers". We will use the game mechanics, display mechanisms, and development methods discussed in the Construct Game Workshop. By the end of this tutorial, you should have several fully functional games and several other similar games using your bespoke gaming assets. A supporting website lets you download the additional bonus content of your workbook purchase. This extraordinarily comprehensive workshop course will teach you how to: Use either Construct Gaming Framework v2 or v3 to create chess and checker (aka Draughts) variant games with an "Artificial Intelligence Bot". How to integrate artificial intelligence into "Bump & Jump to Capture" game mechanics. Also how to integrate into other game genres such as Action-Adventure and Combat Systems! Use your game as a Progressive or Single Page Web Application for local "Hot Seat" or remote player's devices. Analyze current business demand for this game's genre and where to deploy it. Automatically generate a variety of game boards using squares, hexagons, or terrain! Upgrade pawns or chess pieces into troop units to simulate tabletop wargames! Upgrade pawns or chess pieces into larger troop units to simulate tabletop wargames! Instructor Guides and teaching resources are available for workshops in this course's special Teacher edition and online courses.

Book Build an HTML5 Game

    Book Details:
  • Author : Karl Bunyan
  • Publisher : No Starch Press
  • Release : 2015-03-01
  • ISBN : 1593276788
  • Pages : 220 pages

Download or read book Build an HTML5 Game written by Karl Bunyan and published by No Starch Press. This book was released on 2015-03-01 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you already have even basic familiarity with HTML, CSS, and JavaScript, you’re ready to learn how to build a browser-based game. In Build an HTML5 Game, you’ll use your skills to create a truly cross-platform bubble-shooter game—playable in both desktop and mobile browsers. As you follow along with this in-depth, hands-on tutorial, you’ll learn how to: –Send sprites zooming around the screen with JavaScript animations –Make things explode with a jQuery plug-in –Use hitboxes and geometry to detect collisions –Implement game logic to display levels and respond to player input –Convey changes in game state with animation and sound –Add flair to a game interface with CSS transitions and transformations –Gain pixel-level control over your game display with the HTML canvas The programming starts right away in Chapter 1—no hemming and hawing, history, or throat clearing. Exercises at the end of each chapter challenge you to dig in to the bubble shooter’s code and modify the game. Go ahead. Take the plunge. Learn to create a complete HTML5 game right now and then use your newfound skills to build your own mega-popular, addictive game.

Book The Last Lecture

    Book Details:
  • Author : Randy Pausch
  • Publisher :
  • Release : 2010
  • ISBN : 9780340978504
  • Pages : 0 pages

Download or read book The Last Lecture written by Randy Pausch and published by . This book was released on 2010 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.

Book The Cat in the Hat

Download or read book The Cat in the Hat written by Theodor Seuss Geisel and published by Ishi Press. This book was released on 2015-01-17 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: Two children sitting at home on a rainy day are visited by the cat in the hat who shows them some tricks and games.

Book Unity 3 x Game Development by Example

Download or read book Unity 3 x Game Development by Example written by Ryan Henson Creighton and published by Packt Publishing Ltd. This book was released on 2011-09-01 with total page 675 pages. Available in PDF, EPUB and Kindle. Book excerpt: A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x.

Book Monster of the Week

    Book Details:
  • Author :
  • Publisher :
  • Release : 2015-01-27
  • ISBN : 9781613170922
  • Pages : pages

Download or read book Monster of the Week written by and published by . This book was released on 2015-01-27 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Most people don't believe in monsters, but you know the truth. They're real, and it's your task to bring them down. This revised edition of Monster of the Week brings that adventure to life.Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons. In this revised edition, you'll find:

Book The Emporium Game

Download or read book The Emporium Game written by Barrett Williams and published by Barrett Williams. This book was released on 2024-09-01 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: **The Emporium Game Unlock the Secrets to eCommerce Success** Step into the world of eCommerce with "The Emporium Game," your ultimate guide to conquering the online marketplace and transforming your entrepreneurial dreams into reality. This eBook offers a comprehensive journey from the very basics to the nuanced strategies that drive successful online stores. Starting with the intriguing $5 Bill Challenge, "The Emporium Game" demystifies eCommerce basics and tackles common barriers to entry. Learn how to pinpoint lucrative market opportunities through savvy research techniques, identify trending products, and outshine your competitors. Are you ready to find your niche? Dive deep with detailed chapters on niching down, micro niches, and even 4th tier niches. Understand the importance of narrowing your focus, evaluate sub-niche viability, and uncover case studies that illuminate paths to success. Once you have your niche, setting up shop is the next adventure. Discover how to choose the right platform, set up an engaging storefront, and source products without breaking the bank. Whether dropshipping or negotiating with suppliers, this eBook provides actionable steps to stock your store with attractive offerings. But what is a store without compelling product listings? Master the art of crafting descriptions that sell, optimizing for SEO, and setting competitive prices. Then, drive traffic with digital marketing strategies, effective use of social media, and the essentials of paid advertising. Building a social media presence and mastering content marketing are at your fingertips. Learn how to create engaging content, utilize video marketing, and maintain a vibrant email marketing strategy on a shoestring budget. Explore the benefits of affiliate marketing and maintain customer service excellence to build long-term relationships. "The Emporium Game" also covers vital aspects of optimizing and scaling your business, including using analytics tools, expanding product lines, and outsourcing tasks. Legalities and trademarking are made simple to protect your business interests. Real-life success stories provide inspiration, while final tips and tricks ensure you stay motivated, set realistic goals, and build a balanced work-life environment. Unlock the secrets to eCommerce success with "The Emporium Game" and turn your online business aspirations into a thriving reality.

Book Game Programming Patterns

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Book Unity in Action

    Book Details:
  • Author : Joseph Hocking
  • Publisher : Simon and Schuster
  • Release : 2018-03-27
  • ISBN : 1638356211
  • Pages : 586 pages

Download or read book Unity in Action written by Joseph Hocking and published by Simon and Schuster. This book was released on 2018-03-27 with total page 586 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices

Book Popular Science

    Book Details:
  • Author :
  • Publisher :
  • Release : 2003-12
  • ISBN :
  • Pages : 190 pages

Download or read book Popular Science written by and published by . This book was released on 2003-12 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.

Book Game Engine Architecture

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Book The Big Book of Conflict Resolution Games  Quick  Effective Activities to Improve Communication  Trust and Collaboration

Download or read book The Big Book of Conflict Resolution Games Quick Effective Activities to Improve Communication Trust and Collaboration written by Mary Scannell and published by McGraw Hill Professional. This book was released on 2010-05-28 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

Book Vanishing Games

    Book Details:
  • Author : Roger Hobbs
  • Publisher : Vintage Crime/Black Lizard
  • Release : 2015-07-07
  • ISBN : 0385352654
  • Pages : 288 pages

Download or read book Vanishing Games written by Roger Hobbs and published by Vintage Crime/Black Lizard. This book was released on 2015-07-07 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: The gritty, riveting, highly anticipated sequel to the national (and international) best seller Ghostman, by the critically acclaimed and award-winning Roger Hobbs It’s just before dawn on the South China Sea when three experienced pirates open fire on a small smuggling yacht. Their target: a bag of uncut sapphires worth millions. But when one of them stumbles across an enormous treasure that wasn’t on the manifest, everything goes sideways. Within minutes two of them are dead, leaving the third, a coldblooded psychopath, to claim both the sapphires and the mysterious windfall for himself. If he disappears, he won’t just be wealthy. He’ll have the power to change the course of history. His boss, Angela, isn’t about to let that happen. She calls in a favor from her onetime protégé: a fixer sometimes known as Jack, or more often as simply the Ghostman. Within hours he’s flying halfway around the world to find her in the glimmering neon slums of Macau. Jack has no real name, no address and no fingerprints—but given the right motivation, he can make serious problems vanish. Though the two haven’t talked since they botched a job six years ago, as soon as Jack’s off the plane they’re back together again, facing down a crime boss, a hit man and a conspiracy bigger than anything they’ve ever encountered and more dangerous than they could’ve imagined. Their partnership—between people with no lasting relationships whatsoever—is at the very heart of a novel that will cement Roger Hobbs’s status as one of our most talented crime writers.

Book Never Get a  Real  Job

Download or read book Never Get a Real Job written by Scott Gerber and published by John Wiley & Sons. This book was released on 2010-11-02 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Young serial entrepreneur Scott Gerber is not the product of a wealthy family or storied entrepreneurial heritage. Nor is he the outcome of a traditional business school education or a corporate executive turned entrepreneur. Rather, he is a hard-working, self-taught 26-year-old hustler, rainmaker, and bootstrapper who has survived and thrived despite never having held the proverbial "real” job. In Never Get a "Real" Job: How to Dump Your Boss, Build a Business, and Not Go Broke, Gerber challenges the social conventions behind the "real" job and empowers young people to take control of their lives and dump their nine-to-fives—or their quest to attain them. Drawing upon case studies, experiences, and observations, Scott dissects failures, shares hard-learned lessons, and presents practical, affordable, and systematic action steps to building, managing, and marketing a successful business on a shoestring budget. The proven, no-b.s. methodology presented in Never Get a "Real" Job teaches unemployed and underemployed Gen-Yers, aspiring small business owners, students, and recent college graduates how to quit 9-to-5s, become their own bosses, and achieve financial independence.

Book Retro Gaming Hacks

    Book Details:
  • Author : Chris Kohler
  • Publisher : O'Reilly Media, Inc.
  • Release : 2006
  • ISBN :
  • Pages : 524 pages

Download or read book Retro Gaming Hacks written by Chris Kohler and published by O'Reilly Media, Inc.. This book was released on 2006 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes how to adapt old video games to new video and computer equipment.

Book Popular Science

    Book Details:
  • Author :
  • Publisher :
  • Release : 2004-12
  • ISBN :
  • Pages : 182 pages

Download or read book Popular Science written by and published by . This book was released on 2004-12 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.

Book Rules of Play

    Book Details:
  • Author : Katie Salen Tekinbas
  • Publisher : MIT Press
  • Release : 2003-09-25
  • ISBN : 9780262240451
  • Pages : 680 pages

Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.