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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Uduslivii, Igor
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Pub., 2013.
Temas:
Acceso en línea:Texto completo

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 
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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). 
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650 0 |a Computer games  |x Programming. 
650 0 |a iPhone (Smartphone)  |x Programming. 
650 6 |a Jeux d'ordinateur  |x Programmation. 
650 6 |a iPhone (Téléphone intelligent)  |x Programmation. 
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