Boss Game 2


Book Description

This book is designed to educate both people in the Music industry and people who are interested in being better at finding women and dating them. If you are unfamiliar with PUA, it stands for Pick-up Artist, and represents a community of people who are primarily interested in the science of attraction and how to apply that science "in the field", or in layman's terms, "at the club" (or bar, or wherever they want to meet a women).




I'm the Boss Game


Book Description




Games Bosses Play


Book Description

In this humorous but practical look at the posturing, delegating, and gamesmanship that goes on between bosses and employers, Russell Wild helps identify these behaviors and gives employees invaluable advice, gathered from more than 50 leading business strategists, on surviving these "games". 12 illustrations.




Pixel Soundtracks


Book Description

Tim Summers provides an engaging introduction to video game music aimed at gamers, music enthusiasts, budding composers, music professionals, and anyone with an interest in the topic. Pixel Soundtracks explore a wide variety of topics, including: the history of game music sound technology and chip music interactive and generative music composition how game music tells stories, creates worlds & characters, and evokes emotions classical and pop music in games battle and boss music nostalgia, remakes, and fandom game music concerts and albums Summers dives deeply into twenty beloved games across the decades to illustrate crucial concepts. These games include Space Invaders, Super Mario Bros., BioShock Infinite, Dark Souls III, Kingdom Hearts, Final Fantasy, The Legend of Zelda, and more. The book is separated into five stages and a “final boss,” and sections build off each other into increasingly broader topics—starting with the specifics of computer chips and ending with questions of game music’s engagement with identity. The “final boss” brings together ideas presented throughout the book. Based on the latest research, this book will allow readers to better understand the fantastic experiences and meanings that arise when games and music fuse together.




Game Sound


Book Description

A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.




Algorithmic and Architectural Gaming Design: Implementation and Development


Book Description

Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.




How to Win at Nintendo 64 Games 2


Book Description

This unofficial guide offers up-to-date hints to help fanatics as well as casual players win at N64 video games consistently. Each chapter contains basic information, such as ESRB ratings, characters, themes, and specific ways to score. Nintendo 64 games covered include WWF WarZone, NFL Blitz, Super Mario 64, and much more.




50 Years of Boss Fights


Book Description

50 Years of Boss Fights celebrates a fading art in modern games. Author Daryl Baxter has written about 51 bosses that have made the greatest impact, ever since the first boss debuted in 1974. Full of interviews and insights from the developers who helped made the bosses as memorable as they are, includes those who have worked on Mario 64, DOOM, Bioshock, Star Wars, Half Life and many more. Some explained how they came to be, what was scrapped, and, ultimately, if they were happy with them, looking back. The book goes into detail about the first ever boss from the start, called the Golden Dragon in dnd, which first debuted in 1974. Heralded as the first ever boss in a video game, Daryl spoke to its creators about how it came to be, and how they feel about creating a standard in games. The book sheds light on what was scrapped in other bosses, and how some bosses were so illegal, they had to be updated in rapid fashion to avoid a potential lawsuit. Full of photos that showcase how the bosses work and how to beat them, it’s a 50-year record of the best, the most challenging, and the most memorable that you may or may not have beaten so far. It’s 70,000 words that celebrate the past 50 years of bosses, while giving insight by the developers who helped make them possible.




Fallin' for a Boss's Love 2


Book Description

Yani opened her heart to Mello, and just as she did he seemed to break it. Not trusting anyone, opening her heart was one of the biggest obstacles they had to get through together. Seeing him with his ex, put her in a frenzy which led to a fatal crash. Ramello was a man that didn’t do relationships and just wanted to focus on his rap career. Meeting the beautiful, vibrant, and loving Yani changed all that for him and he now sees that he may have time for his career and to fall in love. Mello is falling for Yani just as much as she is for him, but love can’t keep two people together if everyone and everything else is trying to keep them apart. Curvy, fun and confident Priya is just trying to get her life in order and stand on her own two feet in a fairly new town. She’s trying to find her place in the world and figure out what she wants to do with her life. The last thing on her mind is a man, but Marcel won’t take no for an answer. He continues to pursue her and hopes that she breaks down and gives him a chance. Money, hoes and clothes is all Marcel cares about, but he’s starting to see that there’s so much more to life. His rap career is taking off, and women are throwing themselves at him left and right. Will he be able to focus on Priya, or will he crumble under pressure? Two couples both facing so much at one time. How can you truly trust a man when women are at his beck and call? Will Yani be able to get over the infidelity she thinks she witnessed, or will it ruin their relationship forever? Can Priya ignore Yani’s warning and give Marcel a chance, or will she take heed and act as if he doesn’t exist.




ActionScript for Multiplayer Games and Virtual Worlds


Book Description

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn’t as difficult as you might think, and it is fun and highly rewarding! ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn: How to connect users to achieve real-time interaction When to make decisions on the server versus the game client Time synchronization techniques How to use dead reckoning smoothing to hide network latency About tile-based games the isometric view Techniques for customizing and rendering avatars in a virtual world In addition, you’ll learn everything that goes into building: A real-time multiplayer tank battle game A real-time multilayer cooperative game A virtual world