IPhone game blueprints :: develop amazing games, visual charts, plots, and graphics for your iPhone /
IPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games. This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dre...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Pub.,
2013.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | IPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games. This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a ""paper art-director"" for your project |
Beschreibung: | Includes index. Dialogues. |
Beschreibung: | 1 online resource (358 pages) : color illustrations |
ISBN: | 9781849690270 1849690278 |
Internformat
MARC
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245 | 1 | 0 | |a IPhone game blueprints : |b develop amazing games, visual charts, plots, and graphics for your iPhone / |c Igor Uduslivii. |
260 | |a Birmingham, UK : |b Packt Pub., |c 2013. | ||
300 | |a 1 online resource (358 pages) : |b color illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file | ||
500 | |a Includes index. | ||
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality. | |
505 | 8 | |a Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects. | |
505 | 8 | |a Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter. | |
505 | 8 | |a ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist. | |
505 | 8 | |a Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues. | |
500 | |a Dialogues. | ||
520 | |a IPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games. This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a ""paper art-director"" for your project | ||
588 | 0 | |a Online resource; title from PDF title page (EBSCO, viewed July 8, 2017). | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a iPhone (Smartphone) |x Programming. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a iPhone (Téléphone intelligent) |x Programmation. | |
650 | 7 | |a COMPUTERS |x Programming |x Games. |2 bisacsh | |
650 | 7 | |a Video games |x Programming |2 fast | |
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adam_text | |
any_adam_object | |
author | Uduslivii, Igor |
author_facet | Uduslivii, Igor |
author_role | |
author_sort | Uduslivii, Igor |
author_variant | i u iu |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.8 .I64 |
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callnumber-subject | QA - Mathematics |
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contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality. Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects. Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter. ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist. Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues. |
ctrlnum | (OCoLC)867317400 |
dewey-full | 005.26 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.26 |
dewey-search | 005.26 |
dewey-sort | 15.26 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn867317400 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:25:42Z |
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language | English |
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publisher | Packt Pub., |
record_format | marc |
spelling | Uduslivii, Igor. IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / Igor Uduslivii. Birmingham, UK : Packt Pub., 2013. 1 online resource (358 pages) : color illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Includes index. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality. Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects. Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter. ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist. Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues. Dialogues. IPhone Game Blueprints is a practical, hands-on guide with step-by-step instructions leading you through a number of different projects, providing you with the essentials for creating your own iPhone games. This book is for graphic designers, developers, illustrators, and simple enthusiasts, who dream about the creation of mobile games or who have already worked in that domain, but need some additional inspiration and knowledge. This book can be considered as an illustrated handbook, worth having in your game development studio. It can work as a ""paper art-director"" for your project Online resource; title from PDF title page (EBSCO, viewed July 8, 2017). Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 iPhone (Smartphone) Programming. Jeux vidéo Programmation. iPhone (Téléphone intelligent) Programmation. COMPUTERS Programming Games. bisacsh Video games Programming fast has work: IPhone game blueprints (Text) https://id.oclc.org/worldcat/entity/E39PCYMRWwxg9pwrdQrVtQRCpK https://id.oclc.org/worldcat/ontology/hasWork Print version: Uduslivii, Igor. IPhone Game Blueprints. Birmingham : Packt Publishing, ©2013 9781849690263 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=680711 Volltext |
spellingShingle | Uduslivii, Igor IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality. Health regenerationPeaks and valleys; One event per moment; Difficulty level; Sound and music; Minimum screen areas; Using buttons; UI elements; Accessible games; Color blindness; Photosensitive epilepsy; Handedness; Other accessibility issues; Summary; Chapter 3: Gesture Games; Introducing the game idea; Imagining the device orientation; Introducing game modes; Gestures; Intuition; Lights; Thinking about the plot and decorations; Alternative ideas; Creating a game's identity; Game blueprints; Summary; Chapter 4: Card and Board Games; The ornament of life; Powerful objects. Traditional board gamesPlanning your digital board game; The Plot; Game elements and goals; Game start; The game board; Decks; Robots; Doors; Tools and bonuses; Monsters; The game table; Robo-golem; Robo-zombie; Alternative ideas; Player's Identity; Game blueprints; Summary; Chapter 5: Puzzles; Making connections; Puzzle types; Word puzzles; Number (mathematical) puzzles; Audio puzzles; Transport puzzles; Point connection puzzles; Physics-based puzzles; Tile-matching puzzles; Match-three games; Game board dimensions; Triggers; Scoring; Prototyping your puzzle; Inserting elements; Tile shooter. ScrollingMoving columns; Tile-o-fall; Obstacles; Tile-o-maze; Tile-RPG; Ornamentation; Alternative ideas for match-three games; The identity of the game; Blueprints; Summary; Chapter 6: Platformer; Scaffolding; Types of platforms; Game idea; Plot; Game controls; Setting the screen layout; Planning a character's look; Making characters cute; Making characters scary; Making characters brutal; Avoiding the uncanny valley; Creating characters; Earning bonuses and pitfalls; Introducing triggers; Fighting with enemies; Parallax scrolling; Starting an animation; Frames; Walking cycle for protagonist. Walking cycle animation for enemiesJumping and shooting animation; Programming animation; Physics-based puzzles; The identity of the game; Blueprints of 3robopainter game; Summary; Chapter 7: Adventure; Beginning of a journey; Understanding types of adventure games; Text-based adventure; Puzzle-based adventure; Action-based adventure; Escape the room; Planning the setting; Establishing the game idea; Writing the plot; Introducing the protagonist; Planning the room; Interaction; Language of adventures; Thinking about puzzles; Creating the scene flowchart; Presenting the inventory; Monologues. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 iPhone (Smartphone) Programming. Jeux vidéo Programmation. iPhone (Téléphone intelligent) Programmation. COMPUTERS Programming Games. bisacsh Video games Programming fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / |
title_auth | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / |
title_exact_search | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / |
title_full | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / Igor Uduslivii. |
title_fullStr | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / Igor Uduslivii. |
title_full_unstemmed | IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone / Igor Uduslivii. |
title_short | IPhone game blueprints : |
title_sort | iphone game blueprints develop amazing games visual charts plots and graphics for your iphone |
title_sub | develop amazing games, visual charts, plots, and graphics for your iPhone / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 iPhone (Smartphone) Programming. Jeux vidéo Programmation. iPhone (Téléphone intelligent) Programmation. COMPUTERS Programming Games. bisacsh Video games Programming fast |
topic_facet | Video games Programming. iPhone (Smartphone) Programming. Jeux vidéo Programmation. iPhone (Téléphone intelligent) Programmation. COMPUTERS Programming Games. Video games Programming |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=680711 |
work_keys_str_mv | AT udusliviiigor iphonegameblueprintsdevelopamazinggamesvisualchartsplotsandgraphicsforyouriphone |