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Books > Computing & IT > Computer software packages > Computer games
Learn the fundamental elements of the new Swift 3 programming
language as applied to game development for new iOS 10. In Part 1
of this book, you'll start with a basic 2D game idea and build the
game throughout the book introducing each SpriteKit topic as you
add new functionality to the game. By the end of the book, you'll
have experience with all the important SpriteKit topics and have a
fully functional game as a result. In Part 2, you'll learn 3D game
development using Apple's SceneKit framework and the Swift
programming language, following the same pattern used for Part 1.
Game apps are one of the most popular categories in the Apple
iTunes App Store. In response, James Goodwill and Wesley Matlock
bring you Beginning Swift Games Development for iOS, Third Edition
an update to their best-selling work. After reading and using this
book, you'll have the skills and the code to build your first 2D
and then 3D game app that you can run on any iOS-enabled device.
What you'll learn Discover what's in the new Swift 3 programming
language Apply Swift 3 to iOS 10 and 9 game development Build a 2D
game app using SpriteKit and Swift Build a 3D game from 2D using
SceneKit and Swift Who this book is for iOS app developers new to
Swift or for those thinking of trying iOS game app development for
the very first time.
The Year of the Raven reaches new heights on dark wings! With a few
years under its collective belt, the Hearthstone team needed to
find an edge: sharper and more striking than a corvid's beak. In
The Art of Hearthstone, Volume IV: Year of the Raven, the
designers, engineers, and artists of the smash-hit digital card
game pour their cunning into innovative design changes, remarkable
animated art, and all-new transmedia content. From the haunted
lands of Gilneas in The Witchwood soaring to the laboratories of
Outland in The Boomsday Project and touching down to the lively
arena of Rastakhan's Rumble, the Year of the Raven has something
unique for everyone. Fly alongside the Hearthstone team's creative
genius (or madness?) to learn how it was done!
This compact book introduces the concepts of Java lambdas and
parallel streams in a concise form. It begins by introducing new
supporting features such as functional interfaces, default methods
and more. After this, the author demonstrates how streams can be
parallelized in a very simple way-within certain limits, no
knowledge about the thread management is needed. Nevertheless, some
basic elements in the context of parallelism need to be considered.
Here, the book provides a variety of information and best
practices. What You Will Learn Master lambdas and streams Work with
the default method Harness streams and the stream() function Use
Stream and Spliterator Take advantage of parallel streams Work with
collectors and concurrency Who This Book Is For Experienced Java
programmers and developers. div>
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Games and Learning Alliance
- 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5-7, 2016, Proceedings
(Paperback, 1st ed. 2016)
Rosa Bottino, Johan Jeuring, Remco C. Veltkamp
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R1,455
Discovery Miles 14 550
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Ships in 18 - 22 working days
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This book constitutes the refereed proceedings of the 5th
International Conference on Games and Learning Alliance, GALA 2016,
held in Utrecht, The Netherlands, in December 2016. The 27 revised
regular papers presented together with 14 poster papers were
carefully reviewed and selected from 55 submissions. The papers
cover topics such as games and sustainability; games for math and
programming; games and health; games and soft skills; games and
management; games and learning; game development and assessment;
and mobile games.
Learn the psychological constrictions of attention, perception,
memory, disposition, motivation, and social influence that
determine whether customers will be receptive to your digital
innovations. Bottlenecks: Aligning UX Design with User Psychology
fills a need for entrepreneurs, designers, and marketing
professionals in the application of foundational psychology to
user-experience design. The first generation of books on the topic
focused on web pages and cognitive psychology. This book covers
apps, social media, in-car infotainment, and multiplayer video
games, and it explores the crucial roles played by behaviorism,
development, personality, and social psychology. Author David Evans
is an experimental psychology Ph.D. and senior manager of consumer
research at Microsoft who recounts high-stakes case studies in
which behavioral theory aligned digital designs with the
bottlenecks in human nature to the benefit of users and businesses
alike. Innova tors in design and students of psychology will learn:
The psychological processes determining users' perception of,
engagement with, and recommendation of digital innovations Examples
of interfaces before and after simple psychological alignments that
vastly enhanced their effectiveness Strategies for marketing and
product development in an age of social media and behavioral
targeting Hypotheses for research that both academics and
enterprises can perform to better meet users' needs Who This Book
Is For Designers and entrepreneurs will use this book to give their
innovations an edge on what are increasingly competitive platforms
such as apps, bots, in-car apps, augmented reality content.
Usability researchers and market researchers will leverage it to
enhance their consulting and reporting. Students and lecturers in
psychology departments will want it to help land employment in the
private sector. Praise "Bottlenecks' is a tight and eminently
actionable read for business leaders in startups and enterprises
alike. Evans gives us a rich sense of key psychological processes
and even richer examples of them in action." - Nir Eyal, Author of
Hooked: How to Build Habit-Forming Products "Clients frequently ask
our UX researchers and designers for deeper truths about why
certain designs work and others fail. Bottlenecks offers practical
explanations and evidence based on the idea that human cognition
did not begin with the digital age." - John Dirks, UX Director and
Partner, Blink UX "Bottlenecks brings together two very important
aspects of user experience design: understanding users and
translating this into business impact. A must-read for anyone who
wants to learn both." - Josh Lamar, Sr. UX Lead, Microsoft Outlook
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Entertainment Computing and Serious Games
- International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
(Paperback, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
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R2,819
Discovery Miles 28 190
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The aim of this book is to collect and to cluster research areas in
the field of serious games and entertainment computing. It provides
an introduction and gives guidance for the next generation of
researchers in this field. The 18 papers presented in this volume,
together with an introduction, are the outcome of a GI-Dagstuhl
seminar which was held at Schloss Dagstuhl in July 2015.
Publisher's note: This edition from 2021 is outdated and does not
make use of the most recent Roblox features and Luau programming
scenarios. A new second edition, updated for Roblox, Luau scripting
from scratch, 2 end-to-end games, and a bonus chapter on 50 cool
things to do on Roblox has now been published. Get up and running
with Roblox development with the help of expert guidance for
working with Roblox components and Lua programmingKey Features
Discover solutions to common problems faced while creating games on
Roblox Explore tips, tricks, and best practices and learn advanced
Roblox coding techniques to create games Understand how to program
in the Roblox Lua language, add engaging effects, add a variety of
functionalities, and much more Book DescriptionRoblox is a global
virtual platform like no other for both playing and creating games.
With well over 150 million monthly active users, Roblox hosts all
genres of games that can be played by other members of the
community using the Lua programming language. Not only can you
create games for free, but you can also earn considerable sums of
money if from the success of your games, and become part of the
vast and supportive developer circle that provides excellent
opportunities for networking in a tight-knit community. With this
practical book, you'll get hands-on experience working on the
Roblox platform. You'll start with an overview of Roblox
development and then understand how to use Roblox Studio. As you
progress, you'll gradually learn everything you need from how to
program in Roblox Lua to creating Obby and Battle Royale games.
Finally, you'll delve into the logistics of game production,
focusing on optimizing the performance of your game by implementing
impressive mechanics, monetization, and marketing practices. By the
end of this Roblox book, you'll be able to lead or work with a team
to bring your gaming world to life, and extend that experience to
players around the world. What you will learn Get started with
Roblox development and explore aspects such as choosing a developer
type Understand how to use Roblox Studio and other free resources
Create your first game with the Roblox Lua programming language
Become well-versed with the three Ms - Mechanics, Monetization, and
Marketing Develop real-world games such as Battle Royale and Obby
Discover expert tips for collaborating effectively and managing
project workloads Who this book is forThis Roblox guide is for
anyone interested in learning how to develop games on the Roblox
platform. If you're already familiar with Roblox and looking for
tips, tricks, and Roblox and Lua best practices for efficient
development, you'll find this book helpful. The book requires no
prior knowledge of game development.
Gain the skills required to create fun and compelling games using
GameMaker: Studio, and its GML programming language. In this
full-color book you'll learn 24 practical programming elements that
are important when creating any game. Each section includes an
introduction to a new programming element, some examples, a
worksheet, and mini projects to allow you to test your new
knowledge. After completing all elements, you will put into action
what you have learned in a classic arcade style game. In Practical
GameMaker: Studio, you will create a fully featured game, with
guidance and in color, using version 1.4. After each section you'll
see how you'll apply what you've learned to the final game, and
discover additional projects to try. These mini projects include a
separate scoring guide, and a working example for each, which is
useful if you're using this book in an educational environment.
Similarly, the book also contains a number of assignments, which
you may include as part of any associated coursework in your
classes. What You Will Learn Use GameMaker: Studio and GameMaker
Language (GML) to create games Work with GML variables,
conditionals, drawing, keyport I/O, objects, and events Create GML
sprites, health/lives, alarms, collisions, and rooms Improve your
game with GML backgrounds, sound and music, splash screens and
menus, and effects<
Include GML random and AI movements in your game Use GML loops,
arrays, ds_lists, paths, and scripts Who This Book Is For
Experienced game developers new to GameMaker or for those with at
least some prior exposure or experience with GameMaker: Studio but
who are new to GML.
Rise turns the Investigation Team into a music band! ...no, really!
It's Yosuke on guitar! Yukiko on saxophone! Teddie on bongos! It's
a symphonic scheme to help save Junes from financial disaster!
Based on the popular Persona 4 video game!
This book constitutes the refereed proceedings of the 4th
International Conference on Games and Learning Alliance, GALA 2015,
held in Rome, Italy, in December 2015. The 33 revised full papers
and 15 short papers presented were carefully reviewed and selected
from 102 submissions. The papers presented cover a variety of
aspects and knowledge fields. They are grouped around the following
topics: games for health, games for mobility, pervasive gaming and
urban mobility.
#1 Amazon Best Seller! Which games are worth playing?The 50 best
games: From pixelated pioneer adventures to stunning space
odysseys, the boundaries of the video game world are expanding
every day. Grand epics and gritty mysteries. Fierce competition and
friendly cooperation. Powerful emotions and uproarious laughter.
Video games are fantastically diverse and wonderfully creative, but
not all games are created equal. With so many games out there on so
many different consoles, computers, and devices, how do you decide
which games are worth playing? Backed by years of writing about
games professionally and decades spent playing them, Chris Watters
lays out a list of 50 games to entertain and enlighten you. Whether
you're trying to learn more about the world of gaming or
strengthening your claim to true gaming fluency, these are the
games you'll want to play, and why you'll want to play them.
Updated for RPG Maker MV using JavaScript, Make a 2D RPG in a
Weekend shows you how to create your very own dungeon crawler game
in RPG Maker MV in a single weekend. The entire process, from start
to finish, is covered within this book. You will see a variety of
dungeon maps and events, all broken down for your convenience.One
of the hardest parts of game development is actually finishing a
game, but it is also one of the most important steps on the way to
becoming a game developer. If you have yet to finish a game, this
book will give you the confidence and resources you need to finally
be able to create your very own RPG. Once you've completed the game
in this book, you'll be able to modify it as much as you like,
adding new monsters and quests, and you'll have the skills to go on
to create your second game all by yourself. Among the topics
covered in this book are: Creating various types of enemy
encounters via the use of the eventing system, and JavaScript
replacing the old Ruby commands. Creating a special area that
allows the player to pick their character of choice instead of
being forced to play a particular character. Clever uses of events
to create items that allow the player to return to town instantly
and summon vehicles to their side. What You'll Learn: Create
playable characters that have different attributes and play styles.
Create a wide variety of weapons, armors, and items for the player
to purchase, find, and use. JavaScript is now used throughout.
Design dungeon levels with specific goals in mind. Create treasure
chests with random contents or contents based on the player's
character. Create doors that require keys or puzzles to unlock.
Create a variety of enemy encounters. Who This Book is For: Make a
2D RPG in a Weekend is for anyone who has ever wanted to create a
game from scratch. All you need is this book and a copy of RPG
Maker MV.
Master the fundamental programming skills needed to create your own
computer games in GameMaker. This book shows how to use GameMaker
to build and publish cross-platform games. Each chapter covers a
certain programming element, including layers, variables, and so
on. You will also learn how to design levels in your games, draw
sprites to populate your virtual worlds, and build GUIs for your
menus and game interfaces. GameMaker Fundamentals also provides a
thorough introduction to the GameMaker Language (GML). Practical
example projects reinforce the concept discussed in each chapter.
On completing this book, you will have a thorough understanding of
how to create games from scratch using game design and programming
principles using GameMaker and GML. What You Will Learn Review core
programming features required for sound knowledge of GameMaker
Master how to combine GML to orchestrate game actions Utilize
GameMaker's layers to create exciting games Set up player control
Who Is This Book For Those new to GameMaker or game programming in
general; it assumes no prior knowledge or skill set.
This book constitutes the refereed proceedings of the Third
International Conference on Games and Learning Alliance, GALA 2014,
held in Bucharest, Romania, in July 2014. The 15 revised papers
presented were carefully reviewed and selected from 26 submissions.
The papers presented cover a variety of aspects and knowledge
fields. They are grouped into four sessions: pedagogy, technology,
design, and applications.
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