Author: Matthew David
Publisher: Taylor & Francis
ISBN: 1136022090
Category : Language Arts & Disciplines
Languages : en
Pages : 44
Book Description
Almost a third of all apps developed are games. Learn the basics needed for game development: Understand what you want your game to be Planning Using Flash to do the heavy lifting Developing your game to work on all devices
Flash Mobile: Building Games with Flash for the Mobile Market
Author: Matthew David
Publisher: Taylor & Francis
ISBN: 1136022090
Category : Language Arts & Disciplines
Languages : en
Pages : 44
Book Description
Almost a third of all apps developed are games. Learn the basics needed for game development: Understand what you want your game to be Planning Using Flash to do the heavy lifting Developing your game to work on all devices
Publisher: Taylor & Francis
ISBN: 1136022090
Category : Language Arts & Disciplines
Languages : en
Pages : 44
Book Description
Almost a third of all apps developed are games. Learn the basics needed for game development: Understand what you want your game to be Planning Using Flash to do the heavy lifting Developing your game to work on all devices
Flash Mobile
Author: Matthew David
Publisher: CRC Press
ISBN: 113602249X
Category : Computers
Languages : en
Pages : 330
Book Description
Build rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store. Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including: *Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls *Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project files, and a blog to keep you up to date with related news and developments.
Publisher: CRC Press
ISBN: 113602249X
Category : Computers
Languages : en
Pages : 330
Book Description
Build rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store. Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including: *Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls *Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project files, and a blog to keep you up to date with related news and developments.
Real-World Flash Game Development
Author: Christopher Griffith
Publisher: Taylor & Francis
ISBN: 1136137017
Category : Art
Languages : en
Pages : 369
Book Description
This book 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 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
Publisher: Taylor & Francis
ISBN: 1136137017
Category : Art
Languages : en
Pages : 369
Book Description
This book 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 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
Animating with Flash 8
Author: Alex Michael
Publisher: CRC Press
ISBN: 1136144382
Category : Art
Languages : en
Pages : 456
Book Description
Whether you are a designer who hasn't yet used Flash, a professional animator who wants to create digital animation for the first time, or a Flash user who hasn't yet made the most of the animation features this book will show you how to bring your ideas to life. Get to grips with Flash and bring inspiration to your work using Alex Michael's easy to understand approach, demonstrating a wide selection of animation styles from a range of artists, along with key tips and tricks from the professionals.
Publisher: CRC Press
ISBN: 1136144382
Category : Art
Languages : en
Pages : 456
Book Description
Whether you are a designer who hasn't yet used Flash, a professional animator who wants to create digital animation for the first time, or a Flash user who hasn't yet made the most of the animation features this book will show you how to bring your ideas to life. Get to grips with Flash and bring inspiration to your work using Alex Michael's easy to understand approach, demonstrating a wide selection of animation styles from a range of artists, along with key tips and tricks from the professionals.
Learning HTML5 Game Programming
Author: James L. Williams
Publisher: Addison-Wesley Professional
ISBN: 0321767365
Category : Computers
Languages : en
Pages : 253
Book Description
Presents practical instrucion and theory for using the features of HTML5 to create a online gaming applications.
Publisher: Addison-Wesley Professional
ISBN: 0321767365
Category : Computers
Languages : en
Pages : 253
Book Description
Presents practical instrucion and theory for using the features of HTML5 to create a online gaming applications.
Project Management Approaches for Online Learning Design
Author: Eby, Gulsun
Publisher: IGI Global
ISBN: 1466628316
Category : Technology & Engineering
Languages : en
Pages : 366
Book Description
Developments in online learning and its design are areas that continue to grow in order to enhance students learning environments and experiences. However, in the implementation of new technologies, the importance of properly and fairly overseeing these courses is often undervalued. Project Management Approaches for Online Learning Design boldly focuses on this unique area of virtual learning by adopting a theoretical point of view and discussing the planning, organizing, securing and managing of resources to bring about the successful completion of online learning goals and objectives. This reference source brings together project management based approaches with an exclusive focus on each online learning design project.
Publisher: IGI Global
ISBN: 1466628316
Category : Technology & Engineering
Languages : en
Pages : 366
Book Description
Developments in online learning and its design are areas that continue to grow in order to enhance students learning environments and experiences. However, in the implementation of new technologies, the importance of properly and fairly overseeing these courses is often undervalued. Project Management Approaches for Online Learning Design boldly focuses on this unique area of virtual learning by adopting a theoretical point of view and discussing the planning, organizing, securing and managing of resources to bring about the successful completion of online learning goals and objectives. This reference source brings together project management based approaches with an exclusive focus on each online learning design project.
Startup Myths and Models
Author: Rizwan Virk
Publisher: Columbia University Press
ISBN: 0231550871
Category : Business & Economics
Languages : en
Pages : 409
Book Description
Budding entrepreneurs face a challenging road. The path is not made any easier by all the clichés they hear about how to make a startup succeed—from platitudes and conventional wisdom to downright contradictions. This witty and wise guide to the dilemmas of entrepreneurship debunks widespread misconceptions about how the world of startups works and offers hard-earned advice for every step of the journey. Instead of startup myths—legends spun from a fantasy version of Silicon Valley—Rizwan Virk provides startup models—frameworks that help make thoughtful decisions about starting, growing, managing, and selling a business. Rather than dispensing simplistic rules, he mentors readers in the development of a mental toolkit for approaching challenges based on how startup markets evolve in real life. In snappy prose with savvy pop-culture and real-world examples, Virk recasts entrepreneurship as a grand adventure. He points out the pitfalls that appear along the way and offers insights into how to avoid them, sharing the secrets of founding a startup, raising money, hiring and firing, when to enter a market and when to exit, and how to value a company. Virk combines lessons learned the hard way during his twenty-five years of founding, investing in, and advising startups with reflections from well-known venture capitalists and experts. His candid advice makes Startup Myths and Models an ideal guide for those readers just embarking on the startup life and those looking for their next adventure.
Publisher: Columbia University Press
ISBN: 0231550871
Category : Business & Economics
Languages : en
Pages : 409
Book Description
Budding entrepreneurs face a challenging road. The path is not made any easier by all the clichés they hear about how to make a startup succeed—from platitudes and conventional wisdom to downright contradictions. This witty and wise guide to the dilemmas of entrepreneurship debunks widespread misconceptions about how the world of startups works and offers hard-earned advice for every step of the journey. Instead of startup myths—legends spun from a fantasy version of Silicon Valley—Rizwan Virk provides startup models—frameworks that help make thoughtful decisions about starting, growing, managing, and selling a business. Rather than dispensing simplistic rules, he mentors readers in the development of a mental toolkit for approaching challenges based on how startup markets evolve in real life. In snappy prose with savvy pop-culture and real-world examples, Virk recasts entrepreneurship as a grand adventure. He points out the pitfalls that appear along the way and offers insights into how to avoid them, sharing the secrets of founding a startup, raising money, hiring and firing, when to enter a market and when to exit, and how to value a company. Virk combines lessons learned the hard way during his twenty-five years of founding, investing in, and advising startups with reflections from well-known venture capitalists and experts. His candid advice makes Startup Myths and Models an ideal guide for those readers just embarking on the startup life and those looking for their next adventure.
Beginning Facebook Game Apps Development
Author: Wayne Graham
Publisher: Apress
ISBN: 1430241713
Category : Computers
Languages : en
Pages : 422
Book Description
Today's Facebook is emerging to become tomorrow's operating system, according to some. Certainly, a WebOS. Web standards-based apps using HTML5, JavaScript, CSS3 and more are now possible on Facebook. Why not get started with developing and selling Facebook game apps on Facebook's App Store? Beginning Facebook Game Apps Development gets you started with building your first game apps that run on Facebook. Become your own "Zynga" and create your own "Civilization" or "Farmville" and more. Build rich Web-based apps that you can sell on Facebook's App Store. Because these apps are built on Web standards, you can build and run on many browsers and—more interestingly—more computers, tablets, smartphones and even other devices and appliances that are Web-connected or enabled.
Publisher: Apress
ISBN: 1430241713
Category : Computers
Languages : en
Pages : 422
Book Description
Today's Facebook is emerging to become tomorrow's operating system, according to some. Certainly, a WebOS. Web standards-based apps using HTML5, JavaScript, CSS3 and more are now possible on Facebook. Why not get started with developing and selling Facebook game apps on Facebook's App Store? Beginning Facebook Game Apps Development gets you started with building your first game apps that run on Facebook. Become your own "Zynga" and create your own "Civilization" or "Farmville" and more. Build rich Web-based apps that you can sell on Facebook's App Store. Because these apps are built on Web standards, you can build and run on many browsers and—more interestingly—more computers, tablets, smartphones and even other devices and appliances that are Web-connected or enabled.
Digital Marketing in Sports
Author: Brandon Mastromartino
Publisher: Taylor & Francis
ISBN: 1000988805
Category : Sports & Recreation
Languages : en
Pages : 345
Book Description
This book examines how the sport industry is adapting to the needs of the digital-first global economy. Focusing on digital techniques in sport marketing, this volume explores new and emerging technologies and considers how they can help to build commercially successful and sustainable sport business. Featuring the work of sport business and management researchers from around the world, the book shines new light on key aspects of sport marketing such as brand development, consumer behavior and marketing communications. Illustrated with informative figures throughout, it presents cutting-edge case studies and new research on digital marketing covering topics including the metaverse and video games; esports; athlete endorsement; digital immersion; social media; equity crowdfunding; digital fandom and dark market brands. Global in scope, this book is fascinating reading for any student, researcher or industry professional looking to deepen their understanding of digital marketing in the context of the global sport industry.
Publisher: Taylor & Francis
ISBN: 1000988805
Category : Sports & Recreation
Languages : en
Pages : 345
Book Description
This book examines how the sport industry is adapting to the needs of the digital-first global economy. Focusing on digital techniques in sport marketing, this volume explores new and emerging technologies and considers how they can help to build commercially successful and sustainable sport business. Featuring the work of sport business and management researchers from around the world, the book shines new light on key aspects of sport marketing such as brand development, consumer behavior and marketing communications. Illustrated with informative figures throughout, it presents cutting-edge case studies and new research on digital marketing covering topics including the metaverse and video games; esports; athlete endorsement; digital immersion; social media; equity crowdfunding; digital fandom and dark market brands. Global in scope, this book is fascinating reading for any student, researcher or industry professional looking to deepen their understanding of digital marketing in the context of the global sport industry.
Digital Wars
Author: Charles Arthur
Publisher: Kogan Page Publishers
ISBN: 0749464143
Category : Business & Economics
Languages : en
Pages : 272
Book Description
- Which of Apple, Google and Microsoft had an office with a "drawer of broken dreams" - and what (real) objects lay inside it? - When did Microsoft have the chance to catch Google in making money from search - and who vetoed it? - Why did Google test 40 shades of blue on its users? - How long did outside developers wait before asking to write apps for Apple's iPhone after Steve Jobs announced it? - Who said that Microsoft should have its own music player - and why did it fail? The answers, and much more, can be found in this new book by Charles Arthur, technology editor of The Guardian newspaper of London. Digital Wars starts in 1998, when the internet and computing business was about to be upended - by an antitrust case, a tiny start-up and a former giant rebuilding itself. It looks at what are now the three best-known tech companies, and through the voices of former and current staff examines their different strategies to try to win the battle to control the exploding network connecting the world. Microsoft was a giant - soon to become the highest-valued company in the world, while Apple was a minnow and Google just a startup. By February 10 2012, Apple was worth more ($462bn) than both Microsoft ($258bn) and Google ($198bn) combined. The chance had come from tumultuous battles between the three... To win their battles... Apple used design, the vertical model of controlling the hardware and software, and a relentless focus on the customer to the exclusion of others; Microsoft depended on the high quality of its employees' programming skills and its monopolies in software to try to move into new markets - such as search and music; Google focused on being quick, efficient, and using the power of data analysis - not human "taste" - to make decisions and get ahead of would-be rivals. With exclusive information from interviews with people such as Don Norman, former VP of Apple Computer and Pieter Knook, former SVP of the Mobile Communications Business at Microsoft, and many more current and former staff of the three companies - including one person who has worked for all three - Arthur also addresses: - what the inventors of the hard drive used in the iPod thought it would really be used for - how Apple transformed the smartphone market - which of Android or Apple that forced Microsoft to abandon Windows Mobile - what happened to Microsoft's tablet plans - and much more.
Publisher: Kogan Page Publishers
ISBN: 0749464143
Category : Business & Economics
Languages : en
Pages : 272
Book Description
- Which of Apple, Google and Microsoft had an office with a "drawer of broken dreams" - and what (real) objects lay inside it? - When did Microsoft have the chance to catch Google in making money from search - and who vetoed it? - Why did Google test 40 shades of blue on its users? - How long did outside developers wait before asking to write apps for Apple's iPhone after Steve Jobs announced it? - Who said that Microsoft should have its own music player - and why did it fail? The answers, and much more, can be found in this new book by Charles Arthur, technology editor of The Guardian newspaper of London. Digital Wars starts in 1998, when the internet and computing business was about to be upended - by an antitrust case, a tiny start-up and a former giant rebuilding itself. It looks at what are now the three best-known tech companies, and through the voices of former and current staff examines their different strategies to try to win the battle to control the exploding network connecting the world. Microsoft was a giant - soon to become the highest-valued company in the world, while Apple was a minnow and Google just a startup. By February 10 2012, Apple was worth more ($462bn) than both Microsoft ($258bn) and Google ($198bn) combined. The chance had come from tumultuous battles between the three... To win their battles... Apple used design, the vertical model of controlling the hardware and software, and a relentless focus on the customer to the exclusion of others; Microsoft depended on the high quality of its employees' programming skills and its monopolies in software to try to move into new markets - such as search and music; Google focused on being quick, efficient, and using the power of data analysis - not human "taste" - to make decisions and get ahead of would-be rivals. With exclusive information from interviews with people such as Don Norman, former VP of Apple Computer and Pieter Knook, former SVP of the Mobile Communications Business at Microsoft, and many more current and former staff of the three companies - including one person who has worked for all three - Arthur also addresses: - what the inventors of the hard drive used in the iPod thought it would really be used for - how Apple transformed the smartphone market - which of Android or Apple that forced Microsoft to abandon Windows Mobile - what happened to Microsoft's tablet plans - and much more.