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Real-world Flash game development (Record no. 30358)

MARC details
000 -LEADER
fixed length control field 06663nam a2200361Ka 4500
001 - CONTROL NUMBER
control field 7ocm22811412
003 - CONTROL NUMBER IDENTIFIER
control field IE-LiIT
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20180131145431.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cn|||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 110512s2011 mau s 000 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 0240817680 (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780240817682 (electronic bk.)
037 ## - SOURCE OF ACQUISITION
Stock number 1105149:10473492
Source of stock number/acquisition Elsevier Science & Technology
Note http://www.sciencedirect.com
040 ## - CATALOGING SOURCE
Original cataloging agency OPELS
Language of cataloging eng
Transcribing agency OPELS
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Griffith, Christopher,
Dates associated with a name 1979-
245 10 - TITLE STATEMENT
Title Real-world Flash game development
Medium [electronic book] :
Remainder of title how to follow best practices and keep your sanity /
Statement of responsibility, etc. Christopher Griffith.
250 ## - EDITION STATEMENT
Edition statement 2nd ed.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Burlington, MA :
Name of publisher, distributor, etc. Focal Press,
Date of publication, distribution, etc. 2011.
300 ## - PHYSICAL DESCRIPTION
Extent p. cm.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 1: Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: //Comments FTW! Chapter 5: The Least You Can Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make it Move - ActionScript Animation Chapter 8: Turn it Up to 11: Working with Audio Chapter 9: Put the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: Four Letter Words: M-A-T-H Chapter 12: Don't Hit Me: Collision Detection Techniques Chapter 13: Mix Up - A Simple Engine Chapter 14: Bringing It All Together: A Platformer Chapter 15: Marble Runner : Our First Mobile Game Chapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet Game Afterword Online Content: Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: Introduction Chapter 1: Getting Started - Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: FTW! - An AS3 Refresher Chapter 5: The Least You Should Ever Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make It Move - ActionScript Animation Chapter 8: Turn It Up to 11 - Working With Audio Chapter 9: Putting the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: M-A-T-H, the Four Letter Word Chapter 12: Don't Hit Me! - Approaches to Collision Detection Chapter 13: MixUp - A Simple Puzzle Engine. Chapter 14: A Platformer - Handling External Assets and Level Creation Chapter 15: Marble Runner - A Mobile Game using the Accelerometer Chapter 16: Air Hockey - A Multi-Touch, Multiplayer Tablet Game Online Appendices Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript for Lovers Appendix D: Using AMFPHP with Games Online Bonus Chapters Don't Play By Yourself - MixUp as a Multiplayer Game Bugs: Squash Em If You've Got Em On Your Guard: Security and Protecting Your Games An Introduction to Mobile Game Development with AIR for Android .
520 ## - SUMMARY, ETC.
Summary, etc. Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development. The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. * Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization. Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. * Website www.flashgamebook.com offers all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. * WHAT'S NEW in 2nd Edition: adding mobile game development on Android OS, along with host of other updates, revisions. There are 3 new games that author builds from scratch. One uses a popular 3D framework to demonstrate bringing Flash games into the 3rd dimension, while using 2D programming under the hood. The other two game examples focus on deployment to the Android mobile platforms, one for a phone and one for a tablet.
533 ## - REPRODUCTION NOTE
Type of reproduction Electronic reproduction.
Place of reproduction Amsterdam :
Agency responsible for reproduction Elsevier Science & Technology,
Date of reproduction 2011.
Note about reproduction Mode of access: World Wide Web.
-- System requirements: Web browser.
-- Title from title screen (viewed on May 10, 2011).
-- Access may be restricted to users at subscribing institutions.
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Flash (Computer file)
9 (RLIN) 572
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Programming.
9 (RLIN) 7048
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer animation.
9 (RLIN) 1950
655 #7 - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic books.
Source of term local
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element ScienceDirect (Online service)
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href=" https://www-sciencedirect-com.ezproxy.lit.ie/science/book/9780240817682"> https://www-sciencedirect-com.ezproxy.lit.ie/science/book/9780240817682</a>
Link text ScienceDirect eBook
902 ## - LOCAL DATA ELEMENT B, LDB (RLIN)
a 120815
907 ## - LOCAL DATA ELEMENT G, LDG (RLIN)
a .b11242966
b ebook
c ebook
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Suppress in OPAC 0
Source of classification or shelving scheme Dewey Decimal Classification
998 ## - LOCAL CONTROL INFORMATION (RLIN)
Operator's initials, OID (RLIN) 0
Cataloger's initials, CIN (RLIN) 110518
First Date, FD (RLIN) m
Local @
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-- 0

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