Designing Games Posted: 13 Feb 2013 03:48 AM PST Book Description Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today's hit video games. You'll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. - Create game mechanics to trigger a range of emotions and provide a variety of play
- Explore several options for combining narrative with interactivity
- Build interactions that let multiplayer gamers get into each other's heads
- Motivate players through rewards that align with the rest of the game
- Establish a metaphor vocabulary to help players learn which design aspects are game mechanics
- Plan, test, and analyze your design through iteration rather than deciding everything up front
- Learn how your game's market positioning will affect your design
Table of Contents Part I: Engines of Experience Chapter 1. Engines of Experience Part II: Game Crafting Chapter 2. Elegance Chapter 3. Skill Chapter 4. Narrative Chapter 5. Decisions Chapter 6. Balance Chapter 7. Multiplayer Chapter 8. Motivation and Fulfillment Chapter 9. Interface Chapter 10. The Market Part III: Process Chapter 11. Planning and Iteration Chapter 12. Knowledge Creation Chapter 13. Dependencies Chapter 14. Authority Chapter 15. Motivation Chapter 16. Complex Decisions Chapter 17. Values Appendix A. Endgame Appendix B. Recommended Books Appendix C. Quiz Answers Appendix D. Sources Book Details - Paperback: 416 pages
- Publisher: O’Reilly Media (January 2013)
- Language: English
- ISBN-10: 1449337937
- ISBN-13: 978-1449337933
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Learning from jQuery Posted: 13 Feb 2013 03:44 AM PST Book Description If you're comfortable with jQuery but a bit shaky with JavaScript, this concise guide will help you expand your knowledge of the language—especially the code that jQuery covers up for you. Many jQuery devotees write as little code as possible, but with some JavaScript under your belt, you can prevent errors, reduce overhead, and make your application code more efficient. This book explores event handling, prototypes, and working with the DOM and AJAX through examples and lots of code. You'll learn common conventions and patterns in JavaScript and—if you've never coded with JavaScript before—a tutorial will take you through the basics. - Enhance your jQuery code by using object constructors and prototypes
- Reduce overhead and gain more control by handling events with JavaScript
- Work with the DOM much faster with JavaScript than you can with jQuery
- Send a few AJAX requests without having to load the entire jQuery library
- Understand the importance of JavaScript code standards, comments, code reuse, and anti-patterns
- Enlist JavaScript resources, such as a good IDE, a syntax checker, and version control
Table of Contents Chapter 1. Event Handling Chapter 2. Constructors and Prototypes Chapter 3. DOM Traversal and Manipulation Chapter 4. AJAX Chapter 5. JavaScript Conventions Appendix A. JavaScript Basics Appendix B. JavaScript Resources Book Details - Paperback: 116 pages
- Publisher: O’Reilly Media (January 2013)
- Language: English
- ISBN-10: 1449335195
- ISBN-13: 978-1449335199
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Coding with Coda Posted: 13 Feb 2013 03:40 AM PST Book Description Like to build websites in the wild with your MacBook? This concise hands-on guide introduces you to the ideal editor: Coda 2. Rather than clutter your screen with shell access, a separate CSS editor, and a version control app, you'll discover how Coda's “one-window web development” bundles everything into one neat application. Take Coda on a trial run, then learn step-by-step how to configure each feature to fit your working style. You'll find out firsthand how Coda will save you time and effort on your next project. - Get to know Coda's workflow by building a sample site
- Delve into features such as the tab bar, path bar, sidebar, and Sites view
- Set up your own development environment—and dig deeper into the editor's options
- Get tips for taking full advantage of the text and MySQL editors
- Create a Git or Subversion repository for source control management
- Learn the finer points of sharing project documents across a network
- Discover the built-in reference books, and learn how to extend Coda
Table of Contents Chapter 1. Getting Started Chapter 2. Creating a Site Chapter 3. Source Control Management Chapter 4. Tinkering with Preferences Chapter 5. The Finer Points Chapter 6. Working in Coda Chapter 7. Extras Book Details - Paperback: 64 pages
- Publisher: O’Reilly Media (January 2013)
- Language: English
- ISBN-10: 1449356095
- ISBN-13: 978-1449356095
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Introducing Erlang Posted: 13 Feb 2013 03:36 AM PST Book Description If you're new to Erlang, its functional style can seem difficult, but with help from this hands-on introduction, you'll scale the learning curve and discover how enjoyable, powerful, and fun this language can be. Author Simon St. Laurent shows you how to write simple Erlang programs by teaching you one basic skill at a time. You'll learn about pattern matching, recursion, message passing, process-oriented programming, and establishing pathways for data rather than telling it where to go. By the end of your journey, you'll understand why Erlang is ideal for concurrency and resilience. - Get cozy with Erlang's shell, its command line interface
- Become familiar with Erlang's basic structures by working with numbers
- Discover atoms, pattern matching, and guards: the foundations of your program structure
- Delve into the heart of Erlang processing with recursion, strings, lists, and higher-order functions
- Create processes, send messages among them, and apply pattern matching to incoming messages
- Store and manipulate structured data with Erlang Term Storage and the Mnesia database
- Learn about Open Telecom Platform, Erlang's open source libraries and tools
Table of Contents Chapter 1. Getting Comfortable Chapter 2. Functions and Modules Chapter 3. Atoms, Tuples, and Pattern Matching Chapter 4. Logic and Recursion Chapter 5. Communicating with Humans Chapter 6. Lists Chapter 7. Higher-Order Functions and List Comprehensions Chapter 8. Playing with Processes Chapter 9. Exceptions, Errors, and Debugging Chapter 10. Storing Structured Data Chapter 11. Getting Started with OTP Chapter 12. Next Steps Through Erlang Appendix A. An Erlang Parts Catalog Appendix B. OTP Templates Book Details - Paperback: 202 pages
- Publisher: O’Reilly Media (January 2013)
- Language: English
- ISBN-10: 1449331769
- ISBN-13: 978-1449331764
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EPUB 3 Best Practices Posted: 13 Feb 2013 03:29 AM PST Book Description Ready to take your ebooks to the next level with EPUB 3? This concise guide includes best practices and advice to help you navigate the format's wide range of technologies and functionality. EPUB 3 is set to turn electronic publishing on its head with rich multimedia reading experiences and scripted interactivity, but this specification can be daunting to learn. This book provides you with a solid foundation. Written by people involved in the development of this specification, EPUB 3 Best Practices includes chapters that cover unique aspects of the EPUB publishing process, such as technology, content creation, and distribution. - Get a comprehensive survey of accessible production features
- Learn new global language-support features, including right-to-left page progressions
- Embed content with EPUB 3's new multimedia elements
- Make your content dynamic through scripting and interactive elements
- Work with publication and distribution metadata
- Create synchronized text and audio playback in reading systems
- Learn techniques for fixed and adaptive layouts
Table of Contents Chapter 1. Package Document and Metadata Chapter 2. Navigation Chapter 3. Content Documents Chapter 4. Font Embedding and Licensing Chapter 5. Multimedia Chapter 6. Media Overlays Chapter 7. Interactivity Chapter 8. Global Language Support Chapter 9. Accessibility Chapter 10. Text-to-Speech (TTS) Chapter 11. Validation Book Details - Paperback: 372 pages
- Publisher: O’Reilly Media / Tools of Change (January 2013)
- Language: English
- ISBN-10: 1449329144
- ISBN-13: 978-1449329143
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