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AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910453102803321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910779586903321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles
Autore Schroeder Jayme
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica 1 online resource (380 p.)
Disciplina 005.268
Altri autori (Persone) BroylesBrian
Soggetto topico Application software - Development
Open source software
Mobile games
ISBN 1-84951-899-8
1-283-97089-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
Applying a sprite-based shadow
Record Nr. UNINA-9910825430603321
Schroeder Jayme  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Autore Fernandez Michelle M
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.8/1526
794.81
Collana Learn by doing : less theory, more results
Soggetto topico Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-280-68647-2
9786613663412
1-84969-189-4
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 Corona SDK; Downloading and installing Corona; Time for action - setting up and activating Corona on Mac OS X; Time for action - setting up and activating Corona on Windows; Using the simulator on Mac and Windows; Time for action - viewing a sample project in the simulator; Choosing a text editor; Developing on devices; Time for action - downloading and installing Xcode; Time for action - creating a Hello World application in two lines of code
Time for action - modifying our applicationTime for action - applying a new font name to your application; Testing our application on an iOS device; Time for action - obtaining the iOS developer certificate; Adding iOS devices; Xcode; iTunes; Time for action - adding/registering your iOS device; Time for action - creating an App ID; Provisioning Profiles; Time for action - creating a Provisioning Profile; Application icon; Creating the Hello World build for iOS; Time for action - creating an iOS build; Time for action - loading an app on your iOS device
Testing our application on an Android deviceCreating the Hello World build for Android; Time for action - creating an Android build; Time for action - loading an app on your Android device; Summary; Chapter 2: Lua Crash Course and the Corona Framework; Lua to the rescue; Valuable variables; Global variables; Local variables; Table fields (properties); Assignment conventions; Types of values; Time for action - printing values using blocks; Expressions; Arithmetic operators; Relational operators; Logical operators; Concatenation; Length operator; Precedence; Strings; Quoting strings
Time for action - getting our hands full of stringsTables; Passing a table as an array; Altering contents in a table; Populating a table; Objects; Display objects; Display properties; Object methods; Images; Loading an image; Image autoscaling; Time for action - placing images on screen; Runtime configuration; Dynamic content scaling; Dynamic content alignment; Dynamic image resolution; Frame rate control and anti-aliasing; Time for action - scaling display objects on multiple devices; Dynamic resolution images; Time for some shapes; Applying stroke width, fill color, and stroke color
Text, text, textApplying color and string value; Functions; Defining a function; More display functions; Content size properties; Optimizing your workflow; Using memory efficiently; Optimizing your display images; Summary; Chapter 3: Building our First Game: Breakout; Breakout-bringing back old-school gaming; Understanding Corona physics API; Setting up the physics world; Starting, pausing, and stopping physics; physics.setGravity; physics.getGravity; Tilt-based gravity; physics.setScale; physics.setDrawMode; physics.setPositionIterations; physics.setVelocityIterations
Configuring the application
Record Nr. UNINA-9910461766503321
Fernandez Michelle M  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Corona SDK mobile game development [[electronic resource] ] : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Autore Fernandez Michelle M
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.8/1526
794.81
Collana Learn by doing : less theory, more results
Soggetto topico Mobile games
ISBN 1-280-68647-2
9786613663412
1-84969-189-4
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 Corona SDK; Downloading and installing Corona; Time for action - setting up and activating Corona on Mac OS X; Time for action - setting up and activating Corona on Windows; Using the simulator on Mac and Windows; Time for action - viewing a sample project in the simulator; Choosing a text editor; Developing on devices; Time for action - downloading and installing Xcode; Time for action - creating a Hello World application in two lines of code
Time for action - modifying our applicationTime for action - applying a new font name to your application; Testing our application on an iOS device; Time for action - obtaining the iOS developer certificate; Adding iOS devices; Xcode; iTunes; Time for action - adding/registering your iOS device; Time for action - creating an App ID; Provisioning Profiles; Time for action - creating a Provisioning Profile; Application icon; Creating the Hello World build for iOS; Time for action - creating an iOS build; Time for action - loading an app on your iOS device
Testing our application on an Android deviceCreating the Hello World build for Android; Time for action - creating an Android build; Time for action - loading an app on your Android device; Summary; Chapter 2: Lua Crash Course and the Corona Framework; Lua to the rescue; Valuable variables; Global variables; Local variables; Table fields (properties); Assignment conventions; Types of values; Time for action - printing values using blocks; Expressions; Arithmetic operators; Relational operators; Logical operators; Concatenation; Length operator; Precedence; Strings; Quoting strings
Time for action - getting our hands full of stringsTables; Passing a table as an array; Altering contents in a table; Populating a table; Objects; Display objects; Display properties; Object methods; Images; Loading an image; Image autoscaling; Time for action - placing images on screen; Runtime configuration; Dynamic content scaling; Dynamic content alignment; Dynamic image resolution; Frame rate control and anti-aliasing; Time for action - scaling display objects on multiple devices; Dynamic resolution images; Time for some shapes; Applying stroke width, fill color, and stroke color
Text, text, textApplying color and string value; Functions; Defining a function; More display functions; Content size properties; Optimizing your workflow; Using memory efficiently; Optimizing your display images; Summary; Chapter 3: Building our First Game: Breakout; Breakout-bringing back old-school gaming; Understanding Corona physics API; Setting up the physics world; Starting, pausing, and stopping physics; physics.setGravity; physics.getGravity; Tilt-based gravity; physics.setScale; physics.setDrawMode; physics.setPositionIterations; physics.setVelocityIterations
Configuring the application
Record Nr. UNINA-9910790249503321
Fernandez Michelle M  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Corona SDK mobile game development : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Corona SDK mobile game development : beginner's guide : create monetized games for iOS and Android with minimum cost and code / / Michelle M. Fernandez
Autore Fernandez Michelle M
Edizione [1st ed.]
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.8/1526
794.81
Collana Learn by doing : less theory, more results
Soggetto topico Mobile games
ISBN 1-280-68647-2
9786613663412
1-84969-189-4
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 Corona SDK; Downloading and installing Corona; Time for action - setting up and activating Corona on Mac OS X; Time for action - setting up and activating Corona on Windows; Using the simulator on Mac and Windows; Time for action - viewing a sample project in the simulator; Choosing a text editor; Developing on devices; Time for action - downloading and installing Xcode; Time for action - creating a Hello World application in two lines of code
Time for action - modifying our applicationTime for action - applying a new font name to your application; Testing our application on an iOS device; Time for action - obtaining the iOS developer certificate; Adding iOS devices; Xcode; iTunes; Time for action - adding/registering your iOS device; Time for action - creating an App ID; Provisioning Profiles; Time for action - creating a Provisioning Profile; Application icon; Creating the Hello World build for iOS; Time for action - creating an iOS build; Time for action - loading an app on your iOS device
Testing our application on an Android deviceCreating the Hello World build for Android; Time for action - creating an Android build; Time for action - loading an app on your Android device; Summary; Chapter 2: Lua Crash Course and the Corona Framework; Lua to the rescue; Valuable variables; Global variables; Local variables; Table fields (properties); Assignment conventions; Types of values; Time for action - printing values using blocks; Expressions; Arithmetic operators; Relational operators; Logical operators; Concatenation; Length operator; Precedence; Strings; Quoting strings
Time for action - getting our hands full of stringsTables; Passing a table as an array; Altering contents in a table; Populating a table; Objects; Display objects; Display properties; Object methods; Images; Loading an image; Image autoscaling; Time for action - placing images on screen; Runtime configuration; Dynamic content scaling; Dynamic content alignment; Dynamic image resolution; Frame rate control and anti-aliasing; Time for action - scaling display objects on multiple devices; Dynamic resolution images; Time for some shapes; Applying stroke width, fill color, and stroke color
Text, text, textApplying color and string value; Functions; Defining a function; More display functions; Content size properties; Optimizing your workflow; Using memory efficiently; Optimizing your display images; Summary; Chapter 3: Building our First Game: Breakout; Breakout-bringing back old-school gaming; Understanding Corona physics API; Setting up the physics world; Starting, pausing, and stopping physics; physics.setGravity; physics.getGravity; Tilt-based gravity; physics.setScale; physics.setDrawMode; physics.setPositionIterations; physics.setVelocityIterations
Configuring the application
Record Nr. UNINA-9910807214603321
Fernandez Michelle M  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Computer games - Design
Computer games - Programming
Mobile games
Soggetto genere / forma Electronic books.
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453477003321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Video games - Design
Video games - Programming
Mobile games
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790852703321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mobile game design essentials / / Charles Scolastici
Mobile game design essentials / / Charles Scolastici
Autore Scolastici Claudio
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (358 p.)
Disciplina 794.8151
Altri autori (Persone) NolteDavid
Collana Community experience distilled
Soggetto topico Video games - Design
Video games - Programming
Mobile games
ISBN 1-4619-5298-0
1-84969-299-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Mobile Game Design Essentials -- Table of Contents -- Mobile Game Design Essentials -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Operating Systems - Mobile and Otherwise -- Operating systems -- Mobile operating systems -- Android -- Google Play and Amazon Appstore -- App development -- Games for Android -- Eclipse versus Intellij -- iOS -- The App Store -- Development on iOS -- Xcode -- Using Xcode -- Windows Phone -- Windows Phone Store -- Developing apps with Windows Phone -- Developing a game for Windows Phone with XNA -- Java ME -- Developing games with Java ME -- NetBeans -- BlackBerry -- The BlackBerry App World -- Developing games for BlackBerry -- Summary -- 2. The Mobile Indie Team -- A matter of size -- Key roles in a successful team -- What it takes -- Commitment -- Cohesion -- Software development methodologies -- Discipline -- Professional training -- Passion for games -- The roles in an indie mobile team -- The game designer -- Designer at work -- Designer tools -- The practices of game design -- Academic formation and personality -- No game is ever done! -- The game artist -- Brushes and canvas -- Forms of art -- 2D graphic assets -- 3D graphic assets -- Art schools and creative types -- The programmer -- The programmer's kit -- Coding departments -- Learning to be a programmer -- The game tester -- The tools of deconstruction -- Aspects of game testing -- Skills of a professional player -- University of Gamestop -- The game producer -- Keeping things organized.
Key questions of a producer -- Skills for all! -- Who is the producer? -- The sound designer -- Creating music and sound fx -- Audio skills and tasks -- Schools of sound production -- Audio personality -- Summary -- 3. Graphics for Mobile -- Pixels and vectors -- Pixels -- Vectors -- The graphic file formats -- Raster graphics -- Vector graphics -- Videos in videogames -- Software to create game graphics -- Resolution issues with mobile games -- 2D graphic assets -- Sprites -- Backgrounds -- Tiles -- The parallax motion -- Masking -- 3D graphic assets -- 3D models -- Texturing -- Materials -- UV Mapping -- More on textures -- Baking -- Animations -- Designing a character for mobile -- The character design process -- Silhouettes -- Colors for mobile -- The user interface and HUD -- Summary -- 4. Audio for Mobile -- Digital sound technology -- Analog versus digital -- Recording and playback -- Recording -- The sample rate -- The word length -- Compression -- Uncompressed -- Lossless compression -- Lossy compression -- Playback -- Types of game sounds -- Dynamic audio -- Adaptive audio -- Interactive audio -- Non-Dynamic linear sounds and music -- Diegetic sounds -- Adaptive -- Interactive -- Non-Dynamic -- Non-Diegetic sounds -- Adaptive -- Interactive -- Kinetic gestural interaction -- The audio editing software -- Avid Pro Tools -- Sound Forge/Sonic Foundry -- Audacity -- Ableton Live -- Designing audio for mobile games -- Planning the audio in advance -- Hardware limitations for mobile games audio -- The role of audio in mobile games -- Listening conditions for mobile games -- Best practices for mobile games audio design -- Scripting skills for a mobile audio designer -- File compression -- Looping background music -- To learn more -- Final advice -- Summary -- 5. Coding Games -- Main features of programming languages -- Libraries -- Abstraction.
Implementation -- Usage -- Game programming -- C++ -- Memory management -- Objects -- Complaints about C++ -- Java -- Memory management -- Syntax -- Java for mobile - Java ME -- Objective-C -- Cocoa -- Cocoa Touch -- Xcode -- Working with objects -- Extending classes with categories -- Protocols define messaging contracts -- Values and collections -- Blocks -- Objective-C conventions -- Getting started -- HTML5 -- Canvas -- HTML5 and Flash -- Issues with HTML5 -- HTML5 games -- Conclusions -- Scripting languages -- Structure of a game program -- Initialization -- The game loop -- Termination -- Conclusion -- Summary -- 6. Mobile Game Controls -- Input technology -- Touchscreens -- Keypads -- Touchscreen gestures -- Single-tap -- Double-tap -- Long press -- Scroll -- Spread and pinch -- Pan -- Flick -- Multifinger tap -- Multifinger scroll -- Rotate -- Input interfaces for mobile games -- Built-in devices -- GPS -- Accelerometer -- Camera -- Microphone -- External controllers -- Gamepads -- Analog sticks -- Touch-enabled cases -- Grip -- Cabinets -- Headphones -- Future technologies -- Eye tracking -- Brainwave readers -- Summary -- 7. Interface Design for Mobile Games -- The role of the user interface -- Approaching user interface design -- UI in videogames -- Designing the UI -- Aesthetics -- More on vectors and rasters -- Designing icons -- Best practices in UI design -- Search for references -- The screen flow -- Functionality -- Wireframes -- The button size -- The main screen -- Test and iterate -- Evergreen options -- Multiple save slots -- Screen rotation -- Calibrations and reconfigurations -- Challenges -- Experiment -- Summary -- 8. Mobile Game Engines -- What engines can do -- What engines can't do -- Game engines -- 2D game engines -- Torque 2D -- Cocos2D -- Corona SDK -- 3D game engines -- Shiva 3D -- Unity 3D -- Top-quality engines.
Unreal/UDK -- Educational engines -- GameMaker -- GameSalad -- Unity3D Tutorial - part 1 -- Tutorial part 1A - importing 3D models -- Tutorial part 1B - setting up the scene -- Summary -- 9. Prototyping -- Steps in the prototyping process -- Defining the prototype -- Building the prototype -- Testing the prototype -- Fixing the prototype -- Prototyping styles -- Horizontal prototype -- Vertical prototype -- Types of prototyping -- Disposable code -- Your imagination -- Pencil and paper -- Visual prototypes -- Interactive prototypes -- Reusable code -- Why prototype? -- What to avoid -- Tools -- Tools for rapid prototyping -- Unity3D tutorial - part 2 -- The player's ship -- The aliens -- Firing -- Summary -- 10. Balancing, Tuning, and Polishing Mobile Games -- Balancing -- Symmetry -- Randomization -- Feedback loops -- Game director -- Statistics -- Tuning -- Tuning strategies -- Difficulty settings -- Global difficulty -- Unity 3D tutorial - part 3 -- The barriers -- The player's ship reprise -- Refining the details -- Adding a GUI -- Adding audio effects -- Particle system effects -- Unity 3D tutorial summary -- Summary -- 11. Mobile Game Design -- The basic game design process -- The dos and don'ts of game design -- Dos -- Don'ts -- Designing mobile games -- Hardware limitations -- Screen size -- Game controls -- Audio output -- File size -- Processing power -- Mobile design constraints -- Play time -- Game depth -- Mobile environment -- Smartphones -- Single player versus multiplayer -- The mobile market -- Mobile gamers -- Business models -- Premium -- Freemium -- Ad supported -- Hybrid -- Choosing the right business model -- What makes games fun -- The four keys to fun - the game mechanics that drive play -- Hard fun - emotions from meaningful challenges, strategies, and puzzles.
Easy fun - grab attention with ambiguity, incompleteness, and detail -- The people factor - create opportunities for player competition, cooperation, performance, and spectacle -- Raph Koster and Roger Caillois -- Summary -- 12. Pitching a Mobile Game -- The pitch document -- Importance of pitching -- Game concept -- References -- Prototypes -- Stuck? -- Genre -- Target audience -- Key features -- Target platform and competitors -- Game mechanics -- Control scheme and interface -- Scoring system and achievements -- A gameplay example -- Screen flow and screens relationship -- Game flow -- Tech -- Screenshot -- Team/Designer resume -- Lilypads pitch document -- Concept -- Genre -- References -- Target -- Platform -- Competitors -- Key features -- Character design -- Game mechanics -- Score -- Virtual currency -- IAP (In-App Purchase) -- Achievements and leaderboards -- Additional game elements -- Screen flow -- Game flow -- Tech -- Game features -- Platform -- The iPhone 4 -- Game screen study -- A list of assets -- Graphics -- Audio -- Software -- Schedule and budget -- Summary -- Index.
Record Nr. UNINA-9910814433703321
Scolastici Claudio  
Birmingham : , : Packt Publishing, , 2013
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Social, casual and mobile games : the changing gaming landscape / / edited by Tama Leaver and Michele Willson
Social, casual and mobile games : the changing gaming landscape / / edited by Tama Leaver and Michele Willson
Pubbl/distr/stampa New York : , : Bloomsbury Academic, , 2016
Descrizione fisica 1 online resource (321 pages) : illustrations
Disciplina 794.8
Soggetto topico Mobile games
ISBN 1-5013-1059-3
1-5013-1057-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: -- Introduction: Casual Games and Mobile Devices: The Shifting Contexts of Gamers and Gaming, Michele Willson and Tama Leaver (Curtin University, Australia) -- Part I: The (New?) Gaming Landscape -- Chapter 1 - Who Are the Casual Gamers?, Lina Eklund (Stockholm University, Sweden)Chapter 2 - Between Aliens, Hackers, and Birds: Non-Casual Mobile Games and Mobile Game Design, Brendan Keogh (RMIT University, Australia)Chapter 3 - Casual Gaming: The Changing Role of the Designer, Laureline Chiapello (University of Montréal, Canada)Chapter 4 - Discussions with Developers: Free2Play and the Changing Landscape of Games Development, Tom Phillips (CREATe/University of East Anglia, UK)Part II: Reasons to Play -- Chapter 5 - The Sociality of Asynchronicity: Social Network Games and Family Bonding, Kelly Bourdreau and Mia Consalvo (Concordia University, Canada)Chapter 6 - The Rise of Affection Games: The Private Lives of Mobile Devices, Lindsay Grace (American University, USA)Chapter 7 - Mobile Games and Ambient Play, Larissa Hjorth (RMIT University, Australia) and Ingrid Richardson (Murdoch University, Australia)Chapter 8 - Affect and Social Value in Freemium Games, Fanny Ramirez (Rutgers University, USA)Part III: Locative Play -- Chapter 9 - Riding in Cars with Strangers: A Comparative Analysis of Chinese and American Teamwork in Ingress, Stacy Blasiola, Miao Feng and Adrienne Massanari (University of Illinois at Chicago, USA)Chapter 10 - COMM [secure]: Locatedness and Pseudo-Anonymity While Playing Ingress, Erin Stark (Curtin University, Australia)Chapter 11 - Rewriting Neighbourhoods: Zombies, Run! and the Runner as Rhetor, Jamie Henthorn (Old Dominion University, USA)Chapter 12 - The De-Gamification of Foursquare?, Rowan Wilken (Swinburne University of Technology, Australia)Part IV: New Markets -- Chapter 13 - Social Games and the Experience Economy, Mark Balnaves (University of Newcastle, Australia) and Gary Madden (Curtin University, Australia)Chapter 14 - Angry Birds as a Social Network Market, Tama Leaver (Curtin University, Australia)Chapter 15 - The Mobile Game Value Network, David Nieborg (University of Amsterdam, The Netherlands and MIT, USA) -- Part V. Cheating, Gambling and Addiction -- Chapter 16 - Gambling and Addiction? Social Casino Apps and Digital Media Practices, Cesar Albarrán-Torres (The University of Sydney, Australia)Chapter 17 - Cheating in Candy Crush Saga, Marcus Carter (The University of Melbourne, Australia) and Staffan Björk (Göteborg University, Sweden)Afterword: Players and the Question of Gender After GamerGate?, Adrienne Shaw (Temple University, USA) and Shira Chess (University of Georgia, USA)Bibliography -- Index.
Record Nr. UNINA-9910137485903321
New York : , : Bloomsbury Academic, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
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