LEADER 05335nam 2200685 450 001 9910458742703321 005 20200520144314.0 010 $a1-118-85215-X 010 $a1-118-85210-9 035 $a(CKB)2550000001322678 035 $a(EBL)1725085 035 $a(SSID)ssj0001305625 035 $a(PQKBManifestationID)11736692 035 $a(PQKBTitleCode)TC0001305625 035 $a(PQKBWorkID)11257713 035 $a(PQKB)10124883 035 $a(MiAaPQ)EBC1725085 035 $a(JP-MeL)3000030648 035 $a(CaSebORM)9781118852101 035 $a(Au-PeEL)EBL1725085 035 $a(CaPaEBR)ebr10888212 035 $a(CaONFJC)MIL622084 035 $a(OCoLC)882778439 035 $a(EXLCZ)992550000001322678 100 $a20140708h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGamemaker $estudio for dummies /$fMichael Rohde 205 $a1st edition 210 1$aHoboken, New Jersey :$cJohn Wiley & Sons,$d2014. 210 4$dİ2014 215 $a1 online resource (356 p.) 225 0 $aFor dummies GameMaker: Studio for dummies 300 $aIncludes index. 311 $a1-118-85177-3 311 $a1-306-90833-7 327 $aContents at a Glance; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond This Book; Where to Go from Here; Part I: Getting Started with GameMaker: Studio; Chapter 1: Introducing GameMaker: Studio; Dragging and Dropping Your Way to Making a Game; Understanding the GameMaker Language; Publishing Games to Different Platforms; Highlighting the Key Features of GameMaker: Studio; Creating a Game, Step by Step; Chapter 2: Discovering GameMaker: Studio Features and Tools; Navigating the GameMaker Interface 327 $aPump Up the Volume: Adding Sounds to Your GameMaking Things Sparkle with Sprites; Populating Your Game with Objects; Placing Objects in the Game Room; Part II: Basic Tools and Techniques; Chapter 3: Creating Events; How to Add an Event to an Object; The Create Event; The Destroy Event; The Alarm Event; The Step Event; The Collision Event; The Mouse Event; The Other Event; The Draw Event; The Key Events; The Asynchronous Event; Chapter 4: Adding Actions to Events; How to Assign an Action to an Object; Move Actions; Main1 Actions; Main2 Actions; Control Actions; Score Actions; Extra Actions 327 $aDraw ActionsChapter 5: Working with Views; Using Speed and Movement with Views; Creating a Room with a View; Using a Controller Object to Move the View; Reaching the End of the Room; Positioning the Score Display in a Room with a View; Setting Object Boundaries for Rooms with Views; Destroying Instances When They Leave a Room; Shooting Guided Bullets in a Room with Views; Creating Enemy Planes in a Room with Views; Creating Patterns of Enemy Planes in a Room with Views; Transitioning to the Next Room; Chapter 6: Working with Time Lines; Creating a Time Line; Creating a Time Line Object 327 $aCreating the Time Line RoomTransitioning to the Next Room with Time Lines; Adding a Boss Battle to a Time Line; Part III: Creating Special Effects; Chapter 7: Using Actions to Create Special Effects with Particles; Coding a Button to Trigger the Particles; Using the Create Effect Action; Using the Particle Actions and Emitters; Chapter 8: Coding Special Effects with Particles; Coding the Particle System and the Smoke Trail; Coding the Simple Firework Effect; Coding Emitters; Coding Complex Particle Effects; Chapter 9: Using Surfaces to Create Effects; Understanding the Surface Function 327 $aCreating Shadows with SurfacesUsing Decals with Surfaces; Lighting Effects with Surfaces; Using Surfaces as a View; Chapter 10: Applying Scaling; Configuring the Global Game Settings; Scaling to the Window; Scaling with Draw GUI Events; HTML5 Scaling; Part IV: Coding Physics, Mobile Controls, and More; Chapter 11: Coding with GameMaker Language; Displaying Sub-Images with Code; Adding Code to Objects; Coding a Score Display and Lives; Coding to Start and End Games; Chapter 12: Using Physics; Understanding Fixtures; Adding Movement to an Object with Physics; Adding Physics to Rooms 327 $aPhysics and Shooting Bullets 330 $aGet gaming faster with the official guide to GameMaker: Studio GameMaker: Studio allows you to create your own games, even with zero coding experience, and GameMaker: Studio For Dummies is a complete guide to the ins and outs of the program. Create the game you've always wanted to play in record time and at a fraction of the cost of traditional game development methods. You'll have the flexibility to develop 2D games for Android, iOS, desktops, and the Web. Gain a professional perspective on this revolutionary path to game creation and publishing. Using GameMaker: Studio may 606 $aComputer games$xDesign 606 $aComputer-assisted instruction 608 $aElectronic books. 615 0$aComputer games$xDesign. 615 0$aComputer-assisted instruction. 676 $a794.81536 700 $aRohde$b Michael$0479703 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910458742703321 996 $aGamemaker$91996167 997 $aUNINA LEADER 04934nam 22005775 450 001 9910746298403321 005 20250505121925.0 010 $a9783031442377 010 $a3031442377 024 7 $a10.1007/978-3-031-44237-7 035 $a(CKB)28269925200041 035 $a(MiAaPQ)EBC30749708 035 $a(Au-PeEL)EBL30749708 035 $a(OCoLC)1399167469 035 $a(DE-He213)978-3-031-44237-7 035 $a(EXLCZ)9928269925200041 100 $a20230919d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aComputer Analysis of Images and Patterns $e20th International Conference, CAIP 2023, Limassol, Cyprus, September 25?28, 2023, Proceedings, Part I /$fedited by Nicolas Tsapatsoulis, Andreas Lanitis, Marios Pattichis, Constantinos Pattichis, Christos Kyrkou, Efthyvoulos Kyriacou, Zenonas Theodosiou, Andreas Panayides 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (323 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14184 311 08$a9783031442360 327 $aPAR Contest 2023 -- Contest 2023: Pedestrian Attributes Recognition with Multi-Task Learning -- Evaluation of a Visual Question Answering Architecture for Pedestrian Attribute Recognition -- Deep Learning -- True Rank Guided Efficient Neural Architecture Search for End to End Low-Complexity Network Discovery -- Explainability-enhanced neural network for thoracic diagnosis improvement -- A comparison of neural network-based super-resolution models on 3D rendered images -- Safe Robot Navigation in Indoor Healthcare Workspaces -- EMBiL: An English-Manipuri Bi-lingual benchmark for scene text detection and language identification -- Low-dimensionality information extraction model for semi-structured documents -- Machine Learning for Image and Pattern Analysis -- Downsampling GAN for Small Object Data Augmentation -- Model regularisation for skin lesion symmetry classification: SymDerm v2.0 -- Robust Adversarial Defense: Use of Auto-Inpainting -- Generalized Median Computation for Consensus Learning: A Brief Survey -- Efficient Representation Learning for Inner Speech Domain Generalization -- Using Diffusion Models for Dataset Generation: Prompt Engineering vs. Fine-tuning -- Towards Robust Colour Texture Classification with Limited Training Data -- Explaining StyleGAN Synthesized Swimmer Images in Low-Dimensional Space -- Interpolation Kernel Machines: Reducing Multiclass to Binary -- Knowledge Guided Deep Learning for General-Purpose Computer Vision Applications -- Teaching Computer Programming with Mathematics for Generating Digital Videos and Machine Learning Optimization -- Performance characterization of 2D CNN features for partial video copy detection -- Semi-Automated Patch-based Segmentation of Different Size Groups of Brain Metastases in MRI Images -- Texture analysis contribution to evaluating the common carotid artery?s stroke risk using structural equation modeling -- Object Recognition and Segmentation -- Domain-Adaptive Data Synthesis for Large-Scale Supermarket Product Recognition -- PSM-PS: Part-based Signal Modulation for Person Search -- Fast Video Instance Segmentation via Recurrent Encoder-based Transformers -- Fast Context Adaptation for Video Object Segmentation -- ALPR - A Method for Identifying License Plates using Sequential Information -- Non-separable Moments in 3D. 330 $aThis volume LNCS 14184 and 14185 constitutes the refereed proceedings of the 20th International Conference, CAIP 2023, in Limassol, Cyprus, in September 2023. The 54 full papers presented were carefully reviewed and selected from 67 submissions. They were organized in the following section as follows: Part I-:PAR Contest 2023; Deep Learning; Machine Learning for Image and Pattern Analysis; and Object Recognition and Segmentation. Part II : Biometrics- Human Pose Estimation- Action Recognition; Biomedical Image and Pattern Analysis; and General Vision- AI Applications. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14184 606 $aComputer vision 606 $aComputer Vision 615 0$aComputer vision. 615 14$aComputer Vision. 676 $a006.37 700 $aTsapatsoulis$b Nicolas$01429376 701 $aLanitis$b Andreas$01429377 701 $aPattichis$b Marios$01429378 701 $aPattichis$b Constantinos$01429379 701 $aKyrkou$b Christos$01429380 701 $aKyriacou$b Efthyvoulos$01429381 701 $aTheodosiou$b Zenonas$01429382 701 $aPanayides$b Andreas$01429383 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910746298403321 996 $aComputer Analysis of Images and Patterns$93568341 997 $aUNINA