The Game Maker's Companion


Book Description

The Game Maker's Companion is the long-awaited sequel to The Game Maker's Apprentice. This book picks up where the last book left off, advancing your game development journey with some seriously impressive gaming projects. This time you'll learn how to make professional-quality platform games with solid collision detection and slick control mechanisms and you'll get acquainted with a long-lost icon of platform gaming history on the way. You'll go on to discover techniques to add depth and believability to the characters and stories in your games, including The Monomyth, cut scene storyboarding, and character archetypes. This culminates in the creation of an original atmospheric platform-adventure which will take your GML programming skills to new heights. There's even a handy reference section at the back of the book which will be invaluable for adding common features to your own games. With contributions from four games industry professionals and a highly respected member of the Game Maker community, The Game Maker's Companion is another labor of love that will give you even more hours of enjoyment than the original. If you already own Game Maker, then you really must own this book as well.




The Game Maker's Apprentice


Book Description

The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.




Montessori and Early Childhood


Book Description

Early childhood education across the world has been influenced by the pioneering work of Maria Montessori, and this book provides a complete overview of Montessori pedagogy and practice. It considers the Montessori approach within the context of early childhood education and care, and examines it in the light of new insights from the fields of neuroscience and child development. By helping the reader understand the influence of Montessori on contemporary early years policy and practice, the book outlines ideas relevant to all early years settings, and suggests ways for all early childhood educators to apply these ideas in practice. The book looks in detail at: - the Montessori story - the child as worker and the adult as observer - developing independence and concentration - using the senses to build the foundations for learning - early communication and language - early mathematics - cultural knowledge and understanding - Maria Montessori, and other early childhood pioneers Within each chapter are definitions of the key concepts of the Montessori approach, questions for reflection and discussion, activities and suggestions for further reading. This book focuses on the 3 to 6 age range. Susan Feez is a Lecturer in the Faculty of Education at the University of New England, Armidale, Australia.




The Elven Crystals


Book Description

The Elven Crystals is a short campaign of four linked adventures: a quest across the kingdom of Ereworn to find four shards of an ancient crystal that forms a gateway to another world. But were they originally split up to stop anyone leaving this world... or to prevent something from getting in? Along the way they will find themselves searching for a kidnapped girl in a forest populated by dark and supernatural beings; hunting a corrupted nobleman through his terrifying castle; a desperate chase through a coastal village where a recent shipwreck has brought an ancient cult to light; and a battle to halt the invasion of a force of darkness and shadow.




Moves in Mind


Book Description

This book, which is the first systematic study of psychology and board games, covers topics such as perception, memory, problem solving and decision making, development, intelligence, emotions, motivation, education, and neuroscience.




C++ Primer


Book Description

Bestselling Programming Tutorial and Reference Completely Rewritten for the New C++11 Standard Fully updated and recast for the newly released C++11 standard, this authoritative and comprehensive introduction to C++ will help you to learn the language fast, and to use it in modern, highly effective ways. Highlighting today’s best practices, the authors show how to use both the core language and its standard library to write efficient, readable, and powerful code. C++ Primer, Fifth Edition, introduces the C++ standard library from the outset, drawing on its common functions and facilities to help you write useful programs without first having to master every language detail. The book’s many examples have been revised to use the new language features and demonstrate how to make the best use of them. This book is a proven tutorial for those new to C++, an authoritative discussion of core C++ concepts and techniques, and a valuable resource for experienced programmers, especially those eager to see C++11 enhancements illuminated. Start Fast and Achieve More Learn how to use the new C++11 language features and the standard library to build robust programs quickly, and get comfortable with high-level programming Learn through examples that illuminate today’s best coding styles and program design techniques Understand the “rationale behind the rules”: why C++11 works as it does Use the extensive crossreferences to help you connect related concepts and insights Benefit from up-to-date learning aids and exercises that emphasize key points, help you to avoid pitfalls, promote good practices, and reinforce what you’ve learned Access the source code for the extended examples from informit.com/title/0321714113 C++ Primer, Fifth Edition, features an enhanced, layflat binding, which allows the book to stay open more easily when placed on a flat surface. This special binding method—notable by a small space inside the spine—also increases durability.







Lovis Corinth


Book Description

Studie over het werk van de Duitse schilder (1858-1925)




Arrow Word Puzzles


Book Description

Arrow Word Puzzles Welcome to this fantastic collection of arrow word puzzles, designed to truly test your knowledge and solving skills. Featured inside this book is a great mix of 100 full page puzzles. The rules are simple: simply answer the crossword style clues in the direction of the arrows in order to fill the grid. Solutions are at the back of the book if you need a helping hand along the way. Puzzles are printed on high quality crisp white paper on a large 6x9 inch page size. For other puzzle books, visit www.puzzle-book.co.uk




Thinking Beyond the Tool


Book Description

The idea of putting together this book was inspired by the session Thinking beyond the Tool: Archaeological Computing and the Interpretive Process, which was held at the Theoretical Archaeology Group (TAG) conference in Bristol (17-19 December 2010). The session, as well as the regular format of paper presentations, included a round table discussion at the end of the session, to provide a debate forum for the participants, and encourage the development of the dialogue which emerged from the various presentations. This format not only facilitated the discussion on a better theorised approach to computer applications in archaeology, but also allowed delegates with diverse backgrounds to elaborate on common concerns from different perspectives. The overarching theme of the session, which revolved around how the various computational tools affect the ways we practice archaeology and interpret and disseminate aspects of the past, generated a series of stimulating debates. Contents: Introduction: Archaeological Computing: Towards Prosthesis or amputation? (Angeliki Chrysanthi, Patricia Murrieta Flores, Constantinos Papadopoulos); 1) The Value and Application of Creative Media to the Process of Reconstruction and Interpretation (Alice Watterson); 2) A CG Artists Impression: Depicting Virtual Reconstructions Using Non-photoreal-istic Rendering Techniques (Tom Frankland); 3) Little by Little, One Travels Far (Paul Cripps); 4) Conceptual and Practical Issues in the Use of GIS for Archaeological Excavations (Markos Katsianis); 5) Typeless Information Modelling to Avoid Category Bias in Archaeological Descriptions (Cesar Gonzalez-Perez); 6) The Spatial Construct of Social Relations: Human Interaction and Modelling Agency (Mu-Chun Wu and Gary Lock); 7) The Old and the New in Egyptian Archaeology: Towards a Methodology for Interpreting GIS Data Using Textual Evidence (Hannah Pethen); 8) A Roman Puzzle. Trying to Find the Via Belgica with GIS (Philip Verhagen and Karen Jeneson); 9) Deconstructing and Reconstructing The Landscape of Oxyrhynchus Using Textual Sources, Cartography, Remote Sensing and GIS (Jose Ignacio Fiz Fernandez, Eva Subias, Rosa Cuesta); 10) Beyond the Grave: Developing new tools for Medieval Cemetery Analysis at Villamagna, Italy (Andrew Dufton and Corisande Fenwick); 11) Visitor Reception to Location-based Interpretation at Archaeological and Heritage Sites (Elaine Massung); 12) Facebooking the Past: a Critical Social Network Analysis Approach for Archaeology (Tom Brughmans); Commentary: What Lies Beneath: Lifting the Lid on Archaeological Computing (Jeremy Huggett)