Making Hidden Object Browser Games

Making Hidden Object Browser Games PDF Author: Stephen Gose
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 177

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Book Description
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Hidden Objects" and "Find the Difference" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online "Hidden Picture" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "hidden object" games as your imagination can dream of!You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several types of "Hidden Picture Puzzle" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional "Hidden Objects" game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Making Hidden Object Browser Games

Making Hidden Object Browser Games PDF Author: Stephen Gose
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 177

Get Book

Book Description
This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Hidden Objects" and "Find the Difference" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online "Hidden Picture" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "hidden object" games as your imagination can dream of!You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several types of "Hidden Picture Puzzle" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional "Hidden Objects" game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Building Hidden Object Browser Games

Building Hidden Object Browser Games PDF Author: Stephen Gose
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Discover how to create 19 "Seek and Find" online games using several methods from this "Code-less Game Design Workshop" course for the Hidden Objects Game Mechanics. When you finish this course, you will have a production pipeline to create as many different "Hidden Object" games as your imagination can dream of! This course is based on the popular Construction Game Starter Kit Collection -- available as a separate bundled set. You can elect to purchase the workshop book, instructor, or student packages. Each package has download examples, Construct2 and Construct3 source code, and abridged references. In 12 sequential lessons, you learn how to do every single thing in this workshop course, so you can mimic these lessons in your own game design and then modify your game resources for your own purposes. I will guide you in creating several "Game Display Mechanisms" that typically appear in all "Hidden Objects" games. You can combine these mechanisms for any chosen "Game Mechanics" -- although this book is exclusively about "Hidden Objects" games. By the end of this tutorial workshop, you should have a fully functional bespoke prototype using your own artwork assets. More importantly, you'll have a collection of source code "snippets" for further game production. This extraordinarily comprehensive course will teach you how to: Use both Construct versions 2 and 3. Create a "Hidden Object" game using three different construction methods. Generate games automatically from a collection of game prototypes (snippets). Take the "Hidden Objects Game Mechanics" and dynamically generate dozens of games!

Jane Jensen

Jane Jensen PDF Author: Anastasia Salter
Publisher: Bloomsbury Publishing USA
ISBN: 1501327437
Category : Games & Activities
Languages : en
Pages : 200

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Book Description
In the 1990s, the Personal Computer (or PC) was on the rise in homes, and with it came new genres of play. Yet most of the games in these new genres featured fantasylands or humorous science fiction landscapes with low stakes and little to suggest the potential of the PC as a serious space for art and play. Jane Jensen's work and landmark Gabriel Knight series brought a new darkness and personality to PC gaming, offering a first powerful glimpse of what games could be as they came of age. As an author and designer, Jensen brought her approach as a designer-writer hybrid to the forefront of game design, with an approach to developing environments through detailed research to make game settings come to life, an attention to mature dilemmas and complex character development, and an audience-driven vision for genres reaching beyond the typical market approaches of the gaming industry. With a brand new interview with Jensen herself, Anastasia Salter provides the first ever look Jensen's impact and role in advancing interactive narrative and writing in the game design process.

The ESL/ELL Teacher's Survival Guide

The ESL/ELL Teacher's Survival Guide PDF Author: Larry Ferlazzo
Publisher: John Wiley & Sons
ISBN: 1119550416
Category : Education
Languages : en
Pages : 583

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Book Description
Maximize the educational potential of your ESL/ELL class with this singular resource The ESL/ELL Teacher's Survival Guide: Ready-to-Use Strategies, Tools, and Activities for Teaching English Language Learners of All Levels, 2nd Edition offers readers a comprehensive range of instructional strategies and educational resources for teaching English. The newly revised 2nd Edition includes brand new chapters on: Working with Long-Term English Language Learners Teaching English internationally Teaching Elementary Age ELLs Teaching Adult ELLs Teaching ELLs with learning challenges Culturally Responsive Instruction Effective online instruction Working with co-teachers and para-professionals In addition to the new chapters, The ESL/ELL Teacher's Survival Guide contains updated material on topics including math, science, social studies, Common Core Standards, the Next Generation Science Standards and 150 pages of new, highly engaging content. An essential resource for anyone involved in teaching English as a Second Language to students of all ages, this book is perfect for general education teachers and ESL specialists for students in grades six through twelve. It’s also highly instructive for teachers of adult ESL classes, elementary and teacher educators, and resource specialists.

Escape Emeralda 2

Escape Emeralda 2 PDF Author: Bill H. Ritchie
Publisher: Ritchie's Perfect Press
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 672

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Book Description
Disclosure: This description was prompted and edited by Bill Ritchie, in Microsoft’s current Copilot, an AI text generator for the second volume of Bill H. Ritchie's two-part autobiography. We traverse the years from 1991 to 2023. Ritchie, a trailblazer in the art world continues his life story. In the first book he told how he embarked on a remarkable odyssey that defied convention and reshaped the art, craft, and design of fine art printmaking. At the tender age of 24, Ritchie secured a groundbreaking position—the youngest ever—in the vibrant city of Seattle. His appointment as a teaching artist in fine art printmaking at the University of Washington marked the beginning of a transformative chapter. But this was no ordinary academic journey; Ritchie's innovative spirit would soon set him apart, a maverick in academe. The traditional classroom was too confining for Ritchie. Driven by a hunger for exploration, he wove technology into his art courses in the 1980s. Bill Ritchie's experiments disrupted the staid printmaking department and shocked the UW School of Art. Forced to leave the stifling ivory towers, by the 1990s the emergence of electronic arts opened with the Internet and would extend the boundaries of printmaking. Ritchie's vision blurred the lines between historic creativity and cutting-edge technology, birthing a new era dating back to the Paleolithic era when printmaking was invented. Ritchie pushed the envelope. Printmaking was no longer confined to ink and paper; it now danced with video, performance, computer graphics, and games. His colleagues, patrons, and former students watched in awe, wondering at the audacity of his moves. Telling all, Ritchie weaves rich, detailed tales. In his printed books he placed thousands of pictures to enliven the narrative, capturing moments shared with those who left their marks on his journey. QR codes link videos and backstories, bridging epochs—from prehistoric cave paintings to the digital age. The echoes of ancient handprints resonate, showing that explication transcends time if replicated creatively. In a world illuminated and echoed by electronic media, Ritchie poses a poignant question: "Is there hope?" As climate change and global stressors threaten the future, his words resonate. Whether through brushstrokes or those fleeting, elusive pixels and here in eBook form and auxiliary Read Aloud option, Ritchie's legacy endures—a beacon for students of all ages, urging them to embrace creativity, defy boundaries, and find hope in the interplay of art, technology, and the human imagination.

Hidden Pictures

Hidden Pictures PDF Author: Dady Coloring Book
Publisher:
ISBN:
Category :
Languages : en
Pages : 46

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Book Description
Hidden Objects Observe, locate and find all the hidden objects in this Hidden Object book This innovative book has cleverly disguised animal puzzles kids can reveal with a handy seek-and-find wand that's included on the cover. This seasonal search-and-find book will test readers' spotting skills as they look for all 5+ characters in every scene. Plus, head to the back of the book for over 45 extra things to search for. Perfect to take along on airplane or car trips, or as a rainy-day activity for the whole family, this is also a spectacular gift for any occasion. Hidden Object Hunt is a fun filled and object finding book that challenges you to solve various puzzles and problems one by one. Picture stages give you images of the items you need to find, making it easy to complete challenges by matching item to item. It is a very challenging and addictive find hidden objects puzzle full of entertainment for both kids and adults.

Making Multiplayer Online Games

Making Multiplayer Online Games PDF Author: Stephen Gose
Publisher: Scribl
ISBN: 1952635004
Category : Computers
Languages : en
Pages : 302

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Book Description
This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

The Virtual CEO: Managing a Remote Team and Growing an Online Business

The Virtual CEO: Managing a Remote Team and Growing an Online Business PDF Author: Shu Chen Hou
Publisher: Shu chen Hou
ISBN:
Category : Business & Economics
Languages : en
Pages : 79

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Book Description
Introducing "The Virtual CEO: Managing a Remote Team and Growing an Online Business" - Your Ultimate Guide to Success in the Digital Era! Are you ready to take your leadership skills to the next level and drive the growth of your online business? As the business landscape continues to evolve, being a Virtual CEO has become more important than ever. Now is the time to master the art of managing a remote team and leveraging the endless opportunities of the digital marketplace. "The Virtual CEO: Managing a Remote Team and Growing an Online Business" is your comprehensive guidebook to excel in the virtual realm. Packed with insights, strategies, and real-world examples, this book will empower you to navigate the challenges of remote team management, foster collaboration, and drive the growth of your online business like never before. What can you expect from "The Virtual CEO”? Proven Techniques for Building a Strong Virtual Team: Hiring and onboarding remote employees can be a daunting task. Discover the secrets to identifying the right skills, conducting effective virtual interviews, and facilitating smooth onboarding processes. Build a cohesive team that thrives on communication, collaboration, and accountability. Mastering Clear Communication Channels: Communication is the backbone of successful remote teams. Learn how to select the right communication tools, set expectations for efficient communication, and create a virtual team culture that fosters open dialogue and collaboration. Fostering Collaboration and Productivity: Unleash the full potential of your remote team by implementing strategies for effective collaboration. From virtual brainstorming sessions to project management tools, you'll discover techniques that will drive productivity, accountability, and innovation within your team. Leading with Excellence: As a Virtual CEO, your leadership skills are paramount. Gain insights into building trust and rapport, providing support and feedback, and effectively managing performance remotely. Overcome challenges such as cultural differences, time zone variations, and conflicts to lead your remote team to success. Unleashing the Growth Potential of Your Online Business: Your online business has incredible growth potential. Learn how to develop a virtual business strategy that identifies target markets, creates an impactful online brand presence, and leverages digital marketing strategies to reach a wider audience. Scale your operations effectively and adapt to technological advancements to stay ahead of the competition. Leading with Agility and Flexibility: The business landscape is constantly evolving. Discover strategies for navigating uncertainty, managing team transitions, and making informed decisions in a virtual environment. Foster a learning culture, promote work-life balance, and inspire innovation to thrive in the digital era. "The Virtual CEO: Managing a Remote Team and Growing an Online Business" is your all-in-one resource for achieving success as a Virtual CEO. Whether you're an aspiring entrepreneur, a seasoned leader, or anyone looking to master remote team management, this book will equip you with the tools, knowledge, and confidence to lead your virtual team to new heights. Don't miss out on the opportunity to become a Virtual CEO who excels in managing a remote team and driving the growth of an online business. Order your copy of "The Virtual CEO" today and embark on a transformative journey towards virtual success!

Game It Up!

Game It Up! PDF Author: David Folmar
Publisher: Rowman & Littlefield
ISBN: 1442253363
Category : Language Arts & Disciplines
Languages : en
Pages : 149

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Book Description
Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A–Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: badge hunts for staff orientation; a “face of the library” game for patron services; badges for your programs; augmented reality and a catalog Easter egg hunt; interactive fiction for information literacy education; and top-down video games for library orientation.

A Casual Revolution

A Casual Revolution PDF Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262285800
Category : Games & Activities
Languages : en
Pages : 261

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Book Description
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.