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Digital Tutors Unity Mobile Game Development Game State V2012 - LZO
4 February 2012

Digital Tutors Unity Mobile Game Development Game State V2012 - LZO

Digital Tutors Unity Mobile Game Development Game State V2012 - LZO
English | ISO | include Project files | vp6f, yuv420p, 1280x720, 15.00 fps | mp3, 44100 Hz, mono, 96 kb/s | 847MB
Genre: Video Training

1 hrs. 57 min. | February 1, 2012 | Unity 3.4 | Author: Chris Glick

In this Unity tutorial, we’ll learn how to code a game's state or logic to keep track of things like timers, kills and rounds. Through these lessons, we’ll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our own game's needs
Digital-Tutors - Unity Mobile Game Development: Game State with Chris Glick
7 March 2012

Digital-Tutors - Unity Mobile Game Development: Game State with Chris Glick

Digital-Tutors - Unity Mobile Game Development: Game State with Chris Glick
Video: VP6F 1280x720 15.00fps 1000kbps | 1.09 GB
Genre: Elearning

In this Unity tutorial, we ll learn how to code a game's state or logic to keep track of things like timers, kills and rounds. Through these lessons, we ll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our own game's needs.
Digital-Tutors – Unity Mobile Game Development: Game State
5 February 2012

Digital-Tutors – Unity Mobile Game Development: Game State
Digital Tutors -Unity Mobile Game Development- Game State | 957MB
FLV | 1 hrs. 57 min.| Unity 3.4
Genre: elearning


In this Unity tutorial, we’ll learn how to code a game's state or logic to keep track of things like timers, kills and rounds. Through these lessons, we’ll examine our game design doc and build game-play functionality. We'll begin with creating a simple count-down timer and how to let other scripts cleanly access it. Then we'll learn how to start and end our game with a splash screen to hide the level. Next we'll create functions for the various parts of a game, like winning a round, pausing the game, killing an enemy, saving our data, resetting our game, and game over. Finally we'll take a quick look at randomly spawning our player. A game's internal logic is one of the most important parts of any game's development. By learning how to deal with many common game states, we can extend them to fit our
PLURALSIGHT - BEGINNING HTML5 GAME DEVELOPMENT WITH QUINTUS TUTORIAL-kEISO
31 October 2013

PLURALSIGHT - BEGINNING HTML5 GAME DEVELOPMENT WITH QUINTUS TUTORIAL-kEISO

PLURALSIGHT - BEGINNING HTML5 GAME DEVELOPMENT WITH QUINTUS TUTORIAL-kEISO
Released: 2013/10/31 | Author: John Sonmez | Size: 520 MB
Genre(s): E-Learning


Game development is awesome! And it is actually much easier than you think, especially now that you can develop games completely using web technologies you probably are already familiar with. Modern browsers today that have support for HTML5 and fast javascript engines are more than capable of running complex games that would have been impossible years earlier. In this course, I’ll show you how to create a complete game using only HTML5 and javascript. We’ll start off by learning the basics of game development and the basics of how HTML5 and modern browser technologies support it. Then, we’ll dive right in and start implementing the basics of a game. We’ll start off by actually creating the start of a game completely from scratch, implementing everything ourselves. Once we’ve seen the basics of doing things from scratch, we’ll introduce a javascript game engine to help us out as we learn about Quintus and start building our first real complete game. From there on we’ll expand our game little by little as we add features like moving a player around and firing shots in the game. We’ll also learn how to create enemies in the game and give them some intelligence. So, if you are interested in game development or if you just want to see what is possible with HTML5, check out this course. You’ll be surprised how easily you can put together a real HTML5 game.
C# Game Programming: For Serious Game Creation by Daniel Schuller
2 February 2013

C# Game Programming: For Serious Game Creation by Daniel Schuller

Daniel Schuller, "C# Game Programming: For Serious Game Creation"
2010 | ISBN: 1435455568 | 488 pages | PDF | 5,6 MB

Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C#, a high-level programming language, and OpenGL, an industry favorite for graphics display.
3D Game Textures - Create Professional Game Art Using Photoshop, Second Edition
31 December 2010

3D Game Textures - Create Professional Game Art Using Photoshop, Second Edition

Luke Ahearn, "3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop"
Focal Press | 2009 | ISBN: 0240811488 | 533 pages | PDF | 51,7 MB

Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments.
3D Game Textures - Create Professional Game Art Using Photoshop, Second Edition
21 February 2011

3D Game Textures - Create Professional Game Art Using Photoshop, Second Edition

Luke Ahearn, "3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop"
Focal Press | 2009 | ISBN: 0240811488 | 533 pages | PDF | 51,7 MB

Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments.
Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4
17 March 2011

Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4
Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4
Wr ox | 2011 | ISBN: 0470922443 | 552 pages | PDF | 10,1 MB

Create the next generation of gaming titles for Windows Phone 7!
Providing an overview of developing games for Windows Phone 7 while working within XNA Game Studio 4, this comprehensive resource covers such essential topics as device/emulator, development tools, device orientation, tilt and accelerometer sensors, multi-touch, working with Cloud and Web services, and more. Three complete games are included within the book plus hands-on explanations and clear example codes help you gain a deeper understanding of the Windows Phone 7 features so that you can start building a game right away.
Serves as a comprehensive reference on Windows Phone 7 game development with XNA Game Studio 4
Includes real-world examples and anecdotes, making this book a popular choice for those taking their first steps into the game development industry
Demonstrates how to program for device orientation, incorporate Touch Input, add music to a game, work with 3D, and take your game to the marketplace
Advanced 3D Game Programming All in One
4 September 2011

Advanced 3D Game Programming All in One

Advanced 3D Game Programming All in One
Course Technology PTR | 2005-08-24 | ISBN: 1592007333 | 616 pages | PDF | 53,1 MB

Take your 3D game programming skills to the next level! Advanced 3D Game Programming All in One uses the Torque Game Engine to teach experienced 3D game programmers advanced concepts. You'll use the Torque Game Engine to learn each new skill, maximizing your game engine experience. Quickly conquer TorqueScript, simulation techniques, the ins and outs of the game engine, player control, and using applied artificial intelligence. Then take it up a notch and discover how to spice up your game with enhanced game modeling using character and shape modeling and dynamic skins. Advanced 3D Game Programming All in One reveals the techniques and mechanisms that will give you an insider's look into the realm of game development so you can create your own amazing games just like the pros.
Hasbro Family Game Night 4 The Game Show USA WII-ProCiSiON
3 November 2011

Hasbro Family Game Night 4 The Game Show USA WII-ProCiSiON
Hasbro Family Game Night 4 The Game Show USA WII-ProCiSiON | 4.38 GB
Genre: Party | Publisher: Electronic Arts | Developer: Wahoo Studios


Hasbro Family Game Night 4: The Game Show makes living rooms worldwide feel like a TV game show set. Based on the popular TV show and expanding the popular Hasbro Family Game Night franchise in a new way, this game offers re-imagined versions of five classic games.

Families and friends will literally be jumping into action with Connect 4 Basketball where the first team to shoot four balls in a row of one color wins. They can also scramble to re-arrange virtual word tiles in Scrabble Flash -- the longer the word, the better the score. Teams will push hard to achieve a bulls-eye or block their opponents with enormous on-screen game pieces in Sorry! Sliders, while Yahtzee! Bowling will have families chasing down scoring combinations as they "roll" giant bowling balls and knock down pins. Players with a sharp ear and fast reflexes will dominate in Bop-It Boptigon as players are challenged to execute the right movement at the right time at an ever increasing feverish pace, and the Monopoly Crazy Cash Machine doles out big prizes to those who come out on top of Family Game Night.