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Adobe Edge animate CC for dummies [[electronic resource] /] / by Michael Rohde
Adobe Edge animate CC for dummies [[electronic resource] /] / by Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 006.696
Soggetto genere / forma Electronic books.
ISBN 1-118-46204-1
1-118-64411-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. I. Getting started with Adobe Edge animate -- pt. II. Adopting tools and techniques -- pt. III. Formatting and animating -- pt. IV. Putting your animation to use -- pt. V. Creating sample projects -- pt. VI. The part of tens.
Record Nr. UNINA-9910465738303321
Rohde Michael  
Indianapolis, Ind., : John Wiley & Sons, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adobe Edge animate CC for dummies [[electronic resource] /] / by Michael Rohde
Adobe Edge animate CC for dummies [[electronic resource] /] / by Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 006.696
ISBN 1-118-46204-1
1-118-64411-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. I. Getting started with Adobe Edge animate -- pt. II. Adopting tools and techniques -- pt. III. Formatting and animating -- pt. IV. Putting your animation to use -- pt. V. Creating sample projects -- pt. VI. The part of tens.
Record Nr. UNINA-9910792296103321
Rohde Michael  
Indianapolis, Ind., : John Wiley & Sons, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Adobe Edge animate CC for dummies / / by Michael Rohde
Adobe Edge animate CC for dummies / / by Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, Ind., : John Wiley & Sons, 2013
Descrizione fisica 1 online resource (387 p.)
Disciplina 006.696
Soggetto topico HTML (Document markup language)
Web site development - Computer programs
Web sites - Design
Cascading style sheets
JavaScript (Computer program language)
Computer graphics
ISBN 1-118-46204-1
1-118-64411-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. I. Getting started with Adobe Edge animate -- pt. II. Adopting tools and techniques -- pt. III. Formatting and animating -- pt. IV. Putting your animation to use -- pt. V. Creating sample projects -- pt. VI. The part of tens.
Altri titoli varianti Adobe Edge Animate Creative Cloud for dummies
Adobe Edge CC for dummies
Record Nr. UNINA-9910818727203321
Rohde Michael  
Indianapolis, Ind., : John Wiley & Sons, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamemaker : studio for dummies / / Michael Rohde
Gamemaker : studio for dummies / / Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Descrizione fisica 1 online resource (356 p.)
Disciplina 794.81536
Collana For dummies GameMaker: Studio for dummies
Soggetto topico Computer games - Design
Computer-assisted instruction
Soggetto genere / forma Electronic books.
ISBN 1-118-85215-X
1-118-85210-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents 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
Pump 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
Draw 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
Creating 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
Creating 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
Physics and Shooting Bullets
Record Nr. UNINA-9910458742703321
Rohde Michael  
Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamemaker : studio for dummies / / Michael Rohde
Gamemaker : studio for dummies / / Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Descrizione fisica 1 online resource (356 p.)
Disciplina 794.81536
Collana For dummies GameMaker: Studio for dummies
Soggetto topico Video games - Design
Computer-assisted instruction
ISBN 1-118-85215-X
1-118-85210-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents 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
Pump 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
Draw 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
Creating 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
Creating 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
Physics and Shooting Bullets
Record Nr. UNINA-9910791020203321
Rohde Michael  
Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gamemaker : studio for dummies / / Michael Rohde
Gamemaker : studio for dummies / / Michael Rohde
Autore Rohde Michael
Edizione [1st edition]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Descrizione fisica 1 online resource (356 p.)
Disciplina 794.81536
Collana For dummies GameMaker: Studio for dummies
Soggetto topico Video games - Design
Computer-assisted instruction
ISBN 1-118-85215-X
1-118-85210-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents 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
Pump 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
Draw 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
Creating 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
Creating 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
Physics and Shooting Bullets
Record Nr. UNINA-9910813899803321
Rohde Michael  
Hoboken, New Jersey : , : John Wiley & Sons, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui