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The Essential Guide to Flash Games (Record no. 28270)

000 -LEADER
fixed length control field 02682nam a22003855i 4500
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140310153551.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 100427s2010 xxu| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781430226154
978-1-4302-2615-4
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.6-76.66
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 005.11
Edition number 23
264 #1 -
-- Berkeley, CA :
-- Apress,
-- 2010.
912 ## -
-- ZDB-2-CWD
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Fulton, Jeff.
Relator term author.
245 14 - IMMEDIATE SOURCE OF ACQUISITION NOTE
Title The Essential Guide to Flash Games
Medium [electronic resource] :
Remainder of title Building Interactive Entertainment with ActionScript 3.0 /
Statement of responsibility, etc by Jeff Fulton, Steve Fulton.
300 ## - PHYSICAL DESCRIPTION
Extent XXXIV, 664 p.
Other physical details online resource.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note The Basic Game Framework -- The Second Game Theory -- Creating an AS3 Game Framework -- Creating Super Click -- Building Games -- Laying The Groundwork for Flak Cannon -- Building the Flak Cannon Game Loop -- Laying the Groundwork for No Tanks! -- Creating the Full No Tanks! Game -- Creating the Color Drop Casual Puzzle Game -- Creating the Dice Battle Puzzle Game -- Blit Scrolling in a Tile-Based World -- Creating an Optimized Post-Retro Game -- Creating a Viral Game: Tunnel Panic.
520 ## - SUMMARY, ETC.
Summary, etc The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
Topical term or geographic name as entry element Computer Science.
Topical term or geographic name as entry element Programming Techniques.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Fulton, Steve.
Relator term author.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9781430226147
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4302-2615-4
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type E-Book
Copies
Price effective from Permanent location Date last seen Not for loan Date acquired Source of classification or shelving scheme Koha item type Damaged status Lost status Withdrawn status Current location Full call number
2014-04-01AUM Main Library2014-04-01 2014-04-01 E-Book   AUM Main Library005.11

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