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Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman
Autore Newman Rich
Edizione [1st edition]
Pubbl/distr/stampa New York : , : Focal Press, , 2013
Descrizione fisica 1 online resource (233 p.)
Disciplina 794.8/1536
794.81536
Soggetto topico Video games - Design
Cinematography - Special effects
ISBN 9786612769139
9781136138539
1136138536
9781136138546
1136138544
9781282769137
1282769138
9780080928050
0080928056
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer
Part 3: Creating Your Own Cinematic Project
Record Nr. UNINA-9910955919303321
Newman Rich  
New York : , : Focal Press, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-78439-129-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910464132303321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
ISBN 1-78439-129-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910788047603321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
ISBN 1-78439-129-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910827961503321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
Soggetto genere / forma Electronic books.
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910461650403321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910797656403321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910821500003321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-280-67661-2
9786613653543
1-84951-661-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910462447403321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
ISBN 1-280-67661-2
9786613653543
1-84951-661-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910790382603321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Edizione [1st ed.]
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
ISBN 9786613653543
9781280676611
1280676612
9781849516617
1849516618
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910964235903321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui