Posts Tagged ‘游戏’
三国杀攻略本标准版PDF 官方出品
《三国杀》是最近一款非常红火的桌面游戏(牌类),融合了西方类似游戏的特点,并结合中国三国时期背景,以身份为线索,以卡牌为形式,集合历史、文学、美术等元素于一身,被称为聪明人玩的游戏……
你是否已经不知不觉地迷上《三国杀》,却对标准版中25个武将技能含糊不清?你是否认为自己对《三国杀》了如指掌,已经是一位高手中的高手?你是否渴望与天下高手过招,得到最纯粹的经验分享?
《三国杀攻略本官方标准版》是游卡桌游官方推出,众多三国杀高手联合编写的一本玩家必看攻略本。该攻略不仅对标准版中的25名武将逐一进行技能分析,对每一张游戏牌的功能特点进行脉络式的解析,而且还针对入门玩家的特点,将武将间的相生相克、身份识别策略、玩家游戏中常见的问题,甚至包括王者之战冠亚军的私家经验,深入浅出地融于整套攻略。
该攻略的可读性强,既适合初学者和中级玩家进阶“修炼”,又便于玩家在游戏时查阅,它既是《三国杀》首本官方攻略,同时也是当前市面上最为系统、全面、权威的《三国杀》标准版攻略本。
无论你是初出茅庐的《三国杀》新手,还是久经沙场的老将,相信都能从这本攻略中得到巨大的收获。
欲购买实体书的朋友可以看看下面2个链接:
官方零售价为138元
卓越:三国杀套装(最新标准版+扩展包军争篇+风+火)(内含闪卡 教学光盘) 78元
The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript
The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript
简介 Book Description
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, AI, blitting, scrolling, and more.
What you’ll learn
* Flash/Flex ActionScript 3 game development
* How to apply object-oriented game development techniques
* How to solve a wide variety specific Flash game programming problems
* How to develop a game engine and set of tools that can be reused
* How to implement ten different games (in styles ranging from retro to modern Flash games)
* How to optimize various games
Who is this book for?
This book is for intermediate Flash developers, Flash game developers, game developers looking to move to the Flash platform, and experienced web developers who want to learn how to make games.
目录 Table of Contents
About the Authors………………… …………………………………xxv
About the Technical Reviewer…………………………………………………………………….xxvii
Acknowledgments…………………………………………………………………………………….xxviii
Preface………………………………….. …………………….xxx
Layout Conventions ……………………………. …………xxxiii
Part 1: The Basic Game Framework…………… …………………………………1
Chapter 1: The Second Game Theory……………… ………………….3
Chapter 2: Creating an AS3 Game Framework…………… …………….45
Chapter 3: Creating Super Click………………….. ………………….99
Part 2: Building Games………………….. ……… …………..135
Chapter 4: Laying the Groundwork for Flak Cannon………….. ……………137
Chapter 5: Building the Flak Cannon Game Loop………………………………………….173
Chapter 6: Laying the Groundwork for No Tanks!…………….. …………………207
Chapter 7: Creating the Full No Tanks! Game…………………… …………….253
Chapter 8: Creating the Color Drop Casual Puzzle Game………………………………329
Chapter 9: Creating the Dice Battle Puzzle Game………………………………………….365
Chapter 10: Blit Scrolling in a Tile-Based World ……………… ……………….407
Chapter 11: Creating an Optimized Post-Retro Game ……………………………………473
Chapter 12: Creating a Viral Game: Tunnel Panic…………….. ……………..571
Index………………. ………………………………………621
作者 About the Author
Jeff Fulton, Steve Fulton from www.8bitrocket.com
【The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript】
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《黑莓游戏开发》Learn BlackBerry Games Development
《黑莓游戏开发》Learn BlackBerry Games Development
作者:Carol Hamer, Andrew Davison
出版: Apress 2010 | 600 Pages | ISBN: 1430227184 | PDF 电子书 | 7 MB
BlackBerry smart phones aren’t just for business. In fact, throw away that boring spreadsheet, tear up that yearly budget report—the BlackBerry is a lean, mean game-playing machine. Carol Hamer and Andrew Davison, expert software game developers, show you how to leverage the BlackBerry Java™ Development Environment (based on Java ME) to design and create fun, sophisticated game applications from role playing to dueling with light sabers. The BlackBerry: not as clumsy or as random as a blaster—an elegant device, for a more civilized age.
In this book, Carol and Andrew give you the professional techniques you need to use music, 2D and 3D graphics, maps, and game design patterns to build peer-to-peer games, role playing games, and more for the BlackBerry.
What you’ll learn
* How to build a custom user interface with your game’s theme
* How to take your graphics to the next level with SVG and OpenGL ES
* How to boogie on down with a MMAPI music player
* How to optimize your games with BlackBerry-specific APIs and tools
* How to program games for any BlackBerry device, from the earliest Java-enabled smartphones to models that run the latest BlackBerry 5 operating system
* How to build games for two players or the whole world with GPS, SMS, and the Internet
* How to create space adventures that may confound your mind with their awesomeness.
* How to drive a toy sports car from your BlackBerry using Bluetooth and USB
* How to sell your game on BlackBerry App World and beyond
Who this book is for
This book is for game enthusiasts and software engineers who know at least a bit of Java and want to program games for the BlackBerry. No prior knowledge of Micro Edition programming is required.
【《黑莓游戏开发》Learn BlackBerry Games Development】
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用python编写你自己的电脑游戏《Invent Your Own Computer Games with Python》PDF下载、在线阅读
用python编写你自己的电脑游戏《Invent Your Own Computer Games with Python》作者:Albert Sweigart
通过其它的书学习编程,你可能会感觉枯燥,但这一本不会。该书通过创建游戏的方式来教你学习 Python 编程,非常有趣。
【用python编写你自己的电脑游戏《Invent Your Own Computer Games with Python》PDF下载、在线阅读】
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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
书名:Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
ISBN: 024081178X
格式:PDF 电子书;页数:352页;3.6 MB
This book covers Flash for the everyday developer. The average Flash developer doesn’t have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.
Gifts from Griffith’s REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).
The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
*Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development.
* Provides sound strategies, and realistic goals for success – with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games.
*Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
目录
Chapter 1. Computer Science Isn’t for Everyone
Chapter 2. The Best Tool for the Job
Chapter 3. A Plan is Worth a Thousand Aspirin
Chapter 4. //FTW!
Chapter 5. Managing Your Assets/Working with Graphics
Chapter 6. Make it Move: ActionScript Animation
Chapter 7. Turn It Up to 11: Working with Audio
Chapter 8. Put the Video Back in “Video Game”
Chapter 9. XML and Dynamic Content
Chapter 10. Four Letter Words: M-A-T-H
Chapter 11. Don’t Hit Me!
Chapter 12. I Always Wanted to be an Architect
Chapter 13. We’ve All Been There
Chapter 14. Mixup—A Simple Engine
Chapter 15. Bringing it All Together: A Platformer
Chapter 16. Don’t Play by Yourself: Multiplayer Development
Chapter 17. Squash ‘Em If You’ve Got ‘Em: The Bug Hunt
Chapter 18. On Your Guard
Appendix A. Webcams and Microphones
Appendix B. Localization
Appendix C. JSFL Is JavaScript for Lovers
Conclusion
【Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity】
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