Action Amiga

Action Amiga PDF Author: John Oakes
Publisher: University Press of America
ISBN: 9780819172099
Category : Computers
Languages : en
Pages : 144

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Book Description
This manual provides easy to follow, step-by-step instruction in the use of various graphic, animation and video production software for the Commodore Amiga personal computer. The manual assumes that the user knows nothing about computers so each step and its consequences are explained completely from turning on the computer to saving a disk and printing the screen image. Many excellent programs have been designed for the Amiga which are compatible with each other sharing the IFF format. They may be used to create art by computer without prior computer experience or any knowledge of programming. This manual introduces some of these programs and present applications for their use. In addition various hardware peripherals are described which allow multi-media and video production. The book should be used with the various programs operating as their own illustrations on the monitor screen. The final chapter is a gallery of computer generated images.

Action Amiga

Action Amiga PDF Author: John Oakes
Publisher: University Press of America
ISBN: 9780819172099
Category : Computers
Languages : en
Pages : 144

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Book Description
This manual provides easy to follow, step-by-step instruction in the use of various graphic, animation and video production software for the Commodore Amiga personal computer. The manual assumes that the user knows nothing about computers so each step and its consequences are explained completely from turning on the computer to saving a disk and printing the screen image. Many excellent programs have been designed for the Amiga which are compatible with each other sharing the IFF format. They may be used to create art by computer without prior computer experience or any knowledge of programming. This manual introduces some of these programs and present applications for their use. In addition various hardware peripherals are described which allow multi-media and video production. The book should be used with the various programs operating as their own illustrations on the monitor screen. The final chapter is a gallery of computer generated images.

The Future Was Here

The Future Was Here PDF Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341

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Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Firebase Essentials - Android Edition

Firebase Essentials - Android Edition PDF Author: Neil Smyth
Publisher: Payload Media, Inc.
ISBN:
Category : Android (Electronic resource)
Languages : en
Pages : 470

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Book Description


Vintage Game Consoles

Vintage Game Consoles PDF Author: Bill Loguidice
Publisher: CRC Press
ISBN: 1135006512
Category : Games & Activities
Languages : en
Pages : 368

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Book Description
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Shareware Heroes

Shareware Heroes PDF Author: Richard Moss
Publisher: Unbound Publishing
ISBN: 1800181108
Category : Computers
Languages : en
Pages : 362

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Book Description
Shareware Heroes is a comprehensive, meticulously researched exploration of an important and too-long overlooked chapter in video game history Shareware Heroes: Independent Games at the Dawn of the Internet takes readers on a journey, from the beginnings of the shareware model in the early 1980s, the origins of the concept, even the name itself, and the rise of shareware's major players – the likes of id Software, Apogee, and Epic MegaGames – through to the significance of shareware for the ‘forgotten’ systems – the Mac, Atari ST, Amiga – when commercial game publishers turned away from them. This book also charts the emergence of commercial shareware distributors like Educorp and the BBS/newsgroup sharing culture. And it explores how shareware developers plugged gaps in the video gaming market by creating games in niche and neglected genres like vertically-scrolling shoot-'em-ups (e.g. Raptor and Tyrian) or racing games (e.g. Wacky Wheels and Skunny Kart) or RPGs (God of Thunder and Realmz), until finally, as the video game market again grew and shifted, and major publishers took control, how the shareware system faded into the background and fell from memory.

Microtimes

Microtimes PDF Author:
Publisher:
ISBN:
Category : Microcomputers
Languages : en
Pages : 746

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Book Description


CIO

CIO PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 88

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Book Description
CIO magazine, launched in 1987, provides business technology leaders with award-winning analysis and insight on information technology trends and a keen understanding of IT’s role in achieving business goals.

Compute

Compute PDF Author:
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 1214

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Book Description


Life Is A Game

Life Is A Game PDF Author: Mev Dinc
Publisher: Mevlut Dinc
ISBN: 1914078594
Category : Biography & Autobiography
Languages : en
Pages : 322

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Book Description
Life Is A Game tracks the fascinating life and successful career of legendary game developer Mev Dinc. The story begins in a mountainous Black Sea village; his father left him and his mother when Mev was only six months old, and with no home and thrown into poverty, they were left to survive the harsh winters alone. By the time he'd arrived in the UK in 1979, he had an English wife but couldn't speak a word of English. He then bought a ZX Spectrum in 1983 without any desire to use it. But through his resilience and ingrained will to overcome any obstacles, he learned to speak English, and taught himself programming and game development - all in two years! The rest, as they say, is history! This incredible story shows how Mev Dinc came from these humble beginnings and ended up becoming an award-winning developer, a member of BAFTA and the founding father of the Turkish Gaming Sector. This intriguing rags-to-riches tale will inspire as much as it entertains. "Mev is a legend!" - Jon Dean. "A fantastic career" - Steve Merrett "I'm proud of Mev's achievements" - Jon Hare. "I both admire and hold Mev as a dear friend." - Charles Cecil "A true Turkish Gaming Legend" - Ulas Karademir

Transnational Horror Across Visual Media

Transnational Horror Across Visual Media PDF Author: Dana Och
Publisher: Routledge
ISBN: 1136744843
Category : Social Science
Languages : en
Pages : 256

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Book Description
This volume investigates the horror genre across national boundaries (including locations such as Africa, Turkey, and post-Soviet Russia) and different media forms, illustrating the ways that horror can be theorized through the circulation, reception, and production of transnational media texts. Perhaps more than any other genre, horror is characterized by its ability to be simultaneously aware of the local while able to permeate national boundaries, to function on both regional and international registers. The essays here explore political models and allegories, questions of cult or subcultural media and their distribution practices, the relationship between regional or cultural networks, and the legibility of international horror iconography across distinct media. The book underscores how a discussion of contemporary international horror is not only about genre but about how genre can inform theories of visual cultures and the increasing permeability of their borders.