Pixel Play

Pixel Play Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Pixel Play book. This book definitely worth reading, it is an incredibly well-written.

Pixel Play

Author : Emily Cier
Publisher : C&T Publishing Inc
Page : 84 pages
File Size : 55,9 Mb
Release : 2012-08-01
Category : Crafts & Hobbies
ISBN : 9781607054535

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Pixel Play by Emily Cier Pdf

Pixelate your patchwork by piecing together fabric strips in a new way. Pixelated imagery is part of our pop culture—Emily Cier helps you bring it to your family with her cheerful quilt designs using your favorite solids. Use this unique style of strip piecing to make pictures of friendly fish, dastardly pirates, and beautiful butterflies much more fun! Kids of all ages (grown-ups too) will love these quilts for the crib, the bed, or just for snuggling. Sew designs a fish bowl, a treasure map, and even an aerial view of the town center. Includes cutting guides and Kona color charts.

Pixel Art for Game Developers

Author : Daniel Silber
Publisher : CRC Press
Page : 256 pages
File Size : 55,7 Mb
Release : 2015-07-28
Category : Computers
ISBN : 9781482252316

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Pixel Art for Game Developers by Daniel Silber Pdf

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide

Arcade Game Typography

Author : Toshi Omigari
Publisher : National Geographic Books
Page : 0 pages
File Size : 47,8 Mb
Release : 2019-11-05
Category : Art
ISBN : 9780500021743

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Arcade Game Typography by Toshi Omigari Pdf

The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.

Press Start to Play

Author : Daniel H. Wilson,John Joseph Adams
Publisher : Vintage
Page : 496 pages
File Size : 47,7 Mb
Release : 2015-08-18
Category : Fiction
ISBN : 9781101873311

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Press Start to Play by Daniel H. Wilson,John Joseph Adams Pdf

IT’S DANGEROUS TO GO ALONE! TAKE THIS. You are standing in a room filled with books, faced with a difficult decision. Suddenly, one with a distinctive cover catches your eye. It is a groundbreaking anthology of short stories from award-winning writers and game-industry titans who have embarked on a quest to explore what happens when video games and science fiction collide. From text-based adventures to first-person shooters, dungeon crawlers to horror games, these twenty-six stories play with our notion of what video games can be—and what they can become—in smart and singular ways. With a foreword from Ernest Cline, bestselling author of Ready Player One, Press Start to Play includes work from: Daniel H. Wilson, Charles Yu, Hiroshi Sakurazaka, S.R. Mastrantone, Charlie Jane Anders, Holly Black, Seanan McGuire, Django Wexler, Nicole Feldringer, Chris Avellone, David Barr Kirtley,T.C. Boyle, Marc Laidlaw, Robin Wasserman, Micky Neilson, Cory Doctorow, Jessica Barber, Chris Kluwe, Marguerite K. Bennett, Rhianna Pratchett, Austin Grossman, Yoon Ha Lee, Ken Liu, Catherynne M. Valente, Andy Weir, and Hugh Howey. Your inventory includes keys, a cell phone, and a wallet. What would you like to do?

Flappy Bird

Author : Pixel Guides
Publisher : Pixel Trash LLC
Page : 3 pages
File Size : 45,9 Mb
Release : 2014-02-28
Category : Games
ISBN : 8210379456XXX

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Flappy Bird by Pixel Guides Pdf

Flappy Bird - available previously on Andoid and iOS operating systems. The highly controversial game is just now catching on after almost a year after its initial release and demand for ways to get better at it haven't been higher. This guide will hopefully teach and help you succeed at getting your Flappy Bird through many pipes within the structured level. Note: This is a guide and not the game. The game is a free app and can be found in various places on the internet. It is not available anymore on any store.

Hands-On Game Development without Coding

Author : Lucas Bertolini
Publisher : Packt Publishing Ltd
Page : 419 pages
File Size : 55,7 Mb
Release : 2018-11-30
Category : Computers
ISBN : 9781789537987

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Hands-On Game Development without Coding by Lucas Bertolini Pdf

Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Key FeaturesBuild your first ever video game using Unity 2D/3D Game kitLearn how to create game levels, adding props, giving behaviours to objects and working on gameplayStep by step instructions on creating your own AI enemy and interacting with itBook Description Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive! What you will learnUnderstanding the Interface and kit flow. Comprehend the virtual space and its rules.Learning the behaviours and roles each component must have in order to make a videogame.Learn about videogame developmentCreating a videogame without the need of learning any programming languageCreate your own gameplay HUD to display player and Enemy informationWho this book is for This book is for anyone who is interested in becoming a game developer but do not posses any coding experience or programming skills. All you need is a computer and basic software interface knowledge.

The Everything Tabletop Games Book

Author : Bebo
Publisher : Simon and Schuster
Page : 320 pages
File Size : 45,7 Mb
Release : 2019-07-16
Category : Games & Activities
ISBN : 9781507210635

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The Everything Tabletop Games Book by Bebo Pdf

Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.

From pixels to profit: the story of a successful game developer

Author : Ariesto Hadi Sutopo
Publisher : Topazart
Page : 101 pages
File Size : 41,6 Mb
Release : 2023-10-20
Category : Fiction
ISBN : 9786238441020

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From pixels to profit: the story of a successful game developer by Ariesto Hadi Sutopo Pdf

"From Pixels to Profit" is the story of Alex, a talented game developer who partners with Jenny, a skilled artist, to create a new game. Together, they face numerous challenges in developing the game, including designing a compelling prototype, finalizing the proposal, and finding investors. As they embarked on their project, they encountered numerous obstacles, from technical glitches to creative differences. But they never lost sight of their shared vision, and they persevered through countless long nights and frustrating setbacks. Their dedication paid off, and they created a game that was both groundbreaking and wildly successful. But their journey was not without its lessons, and this book is also a reflection on what it takes to turn a dream into a reality. However, through their collaboration and hard work, they succeed in creating a successful game that attracts a large following and earns them substantial profits. Along the way, they learn important lessons about teamwork, communication, and perseverance, which they apply to other areas of their lives.

Woke Gaming

Author : Kishonna L. Gray,David J. Leonard
Publisher : University of Washington Press
Page : 280 pages
File Size : 48,7 Mb
Release : 2018-11-04
Category : Social Science
ISBN : 9780295744193

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Woke Gaming by Kishonna L. Gray,David J. Leonard Pdf

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole. Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy�s Keep Me Occupied to Momo Pixel�s Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces. In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Learn to Code with Games

Author : John M. Quick
Publisher : CRC Press
Page : 292 pages
File Size : 49,5 Mb
Release : 2015-09-22
Category : Computers
ISBN : 9781498704694

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Learn to Code with Games by John M. Quick Pdf

A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts.

The Galaxy Is Rated G

Author : R.C. Neighbors,Sandy Rankin
Publisher : McFarland
Page : 294 pages
File Size : 44,5 Mb
Release : 2011-08-31
Category : Performing Arts
ISBN : 9780786488018

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The Galaxy Is Rated G by R.C. Neighbors,Sandy Rankin Pdf

Through spaceships, aliens, ray guns and other familiar trappings, science fiction uses the future (and sometimes the past) to comment on current social, cultural and political ideologies; the same is true of science fiction in children's film and television. This collection of essays analyzes the confluences of science fiction and children's visual media, covering such cultural icons as Flash Gordon, the Jetsons and Star Wars, as well as more contemporary fare like the films Wall-E, Monsters vs. Aliens and Toy Story. Collectively, the essays discover, applaud and critique the hidden--and not-so-hidden--messages presented on our children's film and TV screens.

Who Are You?

Author : Alex Custodio
Publisher : MIT Press
Page : 282 pages
File Size : 40,9 Mb
Release : 2020-10-13
Category : Games & Activities
ISBN : 9780262044394

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Who Are You? by Alex Custodio Pdf

The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform. Each chapter considers a component of this network—hardware, software, peripheral, or practice—that illuminates the platform's unique features as a computational system and a cultural artifact. Examining the evolution of the design and architecture of Nintendo's handhelds and home consoles, and the constraints imposed on developers and players, for example, Custodio finds that Nintendo essentially embeds nostalgia into its hardware. She explores Nintendo's expansion of the platform through interoperability; physical and affective engagement with the Game Boy Advance; portability, private space, and social interaction; the platformization of nostalgia; fan-generated content including homebrew, hacking, and hardware modding; and e-waste—the final afterlife of consumer electronics. Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.

iPhone Game Development

Author : Paul Zirkle,Joe Hogue
Publisher : "O'Reilly Media, Inc."
Page : 260 pages
File Size : 51,7 Mb
Release : 2009-10-28
Category : Computers
ISBN : 9781449383008

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iPhone Game Development by Paul Zirkle,Joe Hogue Pdf

What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak. Learn how to develop iPhone games that provide engaging user experiences Become familiar with Objective-C and the Xcode suite of tools Learn what it takes to adapt the iPhone interface to games Create a robust, scalable framework for a game app Understand the requirements for implementing 2D and 3D graphics Learn how to add music and audio effects, as well as menus and controls Get instructions for publishing your game to the App Store

I Am Error

Author : Nathan Altice
Publisher : MIT Press
Page : 439 pages
File Size : 54,6 Mb
Release : 2015-05-01
Category : Computers
ISBN : 9780262028776

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I Am Error by Nathan Altice Pdf

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Creating 3D Game Art for the IPhone with Unity

Author : Wes McDermott
Publisher : Taylor & Francis
Page : 274 pages
File Size : 48,7 Mb
Release : 2010
Category : Art
ISBN : 9780240815633

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Creating 3D Game Art for the IPhone with Unity by Wes McDermott Pdf

With iPhone and Unity, game developers are empowered to create compelling games but they must be careful to specifically address the unique challenges of the iPhone hardware cpu and gpu requirements. This book teaches artists how to circumvent the potential pitfalls.