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Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
Monkey Game Development Beginner's Guide
Monkey Game Development Beginner's Guide Create monetized 2D games deployable to almost any platform wnload from Wow! eBook <www.wowebook.com> o Michael Hartlef D BIRMINGHAM - MUMBAI Monkey Game Development Beginner's Guide Copyright © 2012 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: April 2012 Production Reference: 1130412 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-84969-203-8 www.packtpub.com Cover Image by J.Blaminsky ([email protected]) Credits Author Project Coordinator Michael Hartlef Alka Nayak Reviewers Proofreader Nikolas Kolm Aaron Nash Meri Morganov Indexer Acquisition Editor Hemangini Bari Kartikey Pandey Graphics Lead Technical Editor Manu Joseph Shreerang Deshpande Production Coordinator Technical Editors Melwyn D'Sa Apoorva Bolar Arun Nadar Cover Work Melwyn D'Sa Priyanka S Copy Editor Brandt D'Mello About the Author Michael Hartlef has been into game development for a long long time, starting in 1984, at the early age of 18, with this great hobby called developing computer games, on the Commodore C64. -
Encouragez Les Framabooks !
Encouragez les Framabooks ! You can use Unglue.it to help to thank the creators for making Histoires et cultures du Libre. Des logiciels partagés aux licences échangées free. The amount is up to you. Click here to thank the creators Sous la direction de : Camille Paloque-Berges, Christophe Masutti Histoires et cultures du Libre Des logiciels partagés aux licences échangées II Framasoft a été créé en novembre 2001 par Alexis Kauffmann. En janvier 2004 une asso- ciation éponyme a vu le jour pour soutenir le développement du réseau. Pour plus d’infor- mation sur Framasoft, consulter http://www.framasoft.org. Se démarquant de l’édition classique, les Framabooks sont dits « livres libres » parce qu’ils sont placés sous une licence qui permet au lecteur de disposer des mêmes libertés qu’un utilisateur de logiciels libres. Les Framabooks s’inscrivent dans cette culture des biens communs qui, à l’instar de Wikipédia, favorise la création, le partage, la diffusion et l’ap- propriation collective de la connaissance. Le projet Framabook est coordonné par Christophe Masutti. Pour plus d’information, consultez http://framabook.org. Copyright 2013 : Camille Paloque-Berges, Christophe Masutti, Framasoft (coll. Framabook) Histoires et cultures du Libre. Des logiciels partagés aux licences échangées est placé sous licence Creative Commons -By (3.0). Édité avec le concours de l’INRIA et Inno3. ISBN : 978-2-9539187-9-3 Prix : 25 euros Dépôt légal : mai 2013, Framasoft (impr. lulu.com, Raleigh, USA) Pingouins : LL de Mars, Licence Art Libre Couverture : création par Nadège Dauvergne, Licence CC-By Mise en page avec LATEX Cette œuvre est mise à disposition selon les termes de la Licence Creative Commons Attribution 2.0 France. -
Development of a 2D Lateral Action Videogame for Android Platforms
Escola Politècnica Superior Universitat de Girona Development of a 2D lateral action videogame for Android platforms. Desenvolupament d’un videojoc d’acció lateral per a plataformes Android. Projecte/Treball Fi de Carrera GEINF. Pla 2016 Document: Memòria Autor: Robert Bosch Director: Gustavo Patow Departament: Informàtica, Matemàtica Aplicada i Estadística Àrea: LSI Convocatoria: JUNY/2016 Contents 1 Introduction6 1.1 Introduction . .6 1.2 Personal motivations . .7 1.3 Project motivations . .7 1.4 Project purposes . .7 1.5 Objectives . .7 1.6 Structure of this memory . .8 2 Feasibility study9 2.1 Resources needed to develop this project . .9 2.1.1 Developer requirements . .9 2.1.2 Player requirements . .9 2.2 Initial budget . 10 2.3 Human resources . 10 2.4 Technological viability . 11 2.4.1 Economic viability . 11 2.4.2 Human costs . 11 2.4.3 Equipment costs . 11 2.4.4 Total costs . 11 3 Methodology 12 4 Planning 14 4.1 Working plan . 14 4.2 Planned tasks . 14 4.2.1 Planning . 14 4.2.2 Learning . 14 4.2.3 Implementation . 14 4.2.4 Verification . 15 4.2.5 Documentation . 15 4.3 Estimated scheduling . 16 4.4 Expected results of every task . 17 4.4.1 Planning . 17 4.4.2 Learning . 17 4.4.3 Implementation . 17 4.4.4 Verification . 17 4.4.5 Documentation . 17 5 Framework 18 5.1 Videogame engines . 18 5.2 Examples of videogame engines . 18 5.2.1 Unreal Engine . 18 2 Contents Contents 5.2.2 CryEngine . 19 5.2.3 GameMaker . -
Marking WWII's End, Virtually
Some insights into Looking for a new Preview of Tigers’ substance abuse pet? Shelter has ideas game vs. Starfires Area State Page 3 Page 5 Sports Page 6 The News-Bannerwww.News-Banner.com THURSDAY, SEPTEMBER 3, 2020 BLUFFTON, INDIANA • Wells County’s Hometown Connection $1.00 Two studies give potential options at Lancaster Park By DEVAN FILCHAK During the meeting, Sundling The Bluffton Parks Department also briefly presented the feasibil- and board discussed the possibili- ity studies he obtained for Lan- ties for Lancaster Park Tuesday, as caster Park. It has been known for well as the results of two feasibil- some time that the land, which is ity studies for projects at the park. where the former Lancaster school The park, which is across the was, will need some work before street from Lancaster Central Ele- anything can be built on it. mentary School on Jackson Street, Mayor John Whicker has tenta- has been the topic of discussion tively said that he would like Sun- for years now. dling to present the studies at the In 2018, Roger Thornton pro- Bluffton Common Council meet- posed a sports complex and park ing on Sept. 29. in the 18-acre space. However, “It gives a month for people Pam Vanderkolk, superintendent to look at this stuff instead of a of the department, said the park weekend,” Sundling said. board has had plans for the park Two feasibility studies were for more than 10 years. obtained — one from Engineer- The parks department would ing Resources, which is the firm A focus on hygiene like for the area to have a trail that has done previous work with School desks have to be wiped head on the Interurban Trail and the park on Thornton’s behalf, and down between classes, and fre- serve as a greenspace. -
Nitro Games Vuosikertomus ENG FINAL
ANNUAL REPORT 2019 NITRO GAMES OYJ Contents • Highlights 4 • Facts and Key Figures 5 • Revenue 5 • 2 Studios in Finland 5 • New Game portfolio 5 • Share price development 5 • A word from the CEO 6 • NITRO GAMES IN SHORT 9 • STRATEGY AND BUSINESS MODEL 10 • Market 11 • Strategy and Goals 11 • Market position and customers 11 • Business model 12 • Technology and processes 13 • Games and Portfolio 14 • Lootland 15 • New Game Projects 15 • New Serice Projects 15 • Old Projects 15 • Team 15 • CORPORATE GOVERNANCE 16 • General Information on the Administration of the Company 16 • Annual General meeting 16 • General information on the Board of Directors of the Company 17 • Presentation of the members of the Board of Directors 18 • Committees 20 • Auditor 22 • Related Party Transactions 22 • Insiders 22 • REMUNERATION REPORTS 23 • Compensation of the Board 23 • Options 23 • Shareholders 23 • FINANCIAL STATEMENTS 24 • Report by the Board of Directions for 2019 26 • Nitro Games PLc Income Statement 37 • Nitro Games PLc Balance Sheet 38 • Nitro Games PLc Cashflow Statement 40 • Accointing Policies 41 • List of Accounting Books and Document Types 45 • Signatures to the Financial Statements 45 • Auditors Report 46 3 Highlights • Company focused on the category of shooter games on mobile • Expanded game portfolio with new games • Heroes of Warland development continued with a complete remake of the game • Lootland, a new game announced for soft-launch in 2020 • Started co-operation with Avalanche Studios on a mobile game production • Continued business -
A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-X
International Journal of Engineering and Applied Sciences (IJEAS) ISSN: 2394-3661, Volume-3, Issue-11, November 2016 A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-x Jinseok Seo, Hun Choi Abstract— In this paper, by introducing a case study on of "ResourceMaker", a tool developed for efficient game development of a first-person shooter game “Biosis” playable in resource sharing and management. This chapter also both iOS and Android platforms, we present guidelines for describes the level engine implemented to reflect the game developing one-source multi-platform mobile games using designers’ intention freely. Finally, Chapter V concludes the cocos2d-x game engine. This paper also describes the paper. “ResourceMaker” implemented to share and manage game assets efficiently in our multi-targeted development environment and the level engine by using which game planners can easily apply their designs to game levels. We expect that the presented guidelines will help game developers reduce the time and cost for development in the mobile game ecosystem, the life-cycle of which is very short. Index Terms—cocos2d-x, mobile game, multi-platform I. INTRODUCTION Recently, as the mobile platforms including smart phones have achieved popular success, the size of the mobile game market is also rapidly increasing [1]. As the market grows, more and more types of smart devices are emerging. Even on platforms that support the same operating system, many various types of devices with different screen resolutions are being announced. Therefore, it is inevitable that the cost required to develop a game for various platforms and display types as described above is greatly increased. -
Immersion Releases Haptic Muse Effect Preview App for Android Game Developers
July 11, 2013 Immersion Releases Haptic Muse Effect Preview App for Android Game Developers Free, animated app invites developers to experience over 120 pre-designed haptic effects, showcasing the value of multi-modal game design SAN JOSE, Calif.--(BUSINESS WIRE)-- Immersion Corporation (Nasdaq:IMMR), the leading developer and licensor of touch feedback technology, has released the Haptic Muse effect preview app on Google Play as part of the company's Haptic SDK developer tool kit. The free animated effect preview app illustrates the Haptic SDK's library of 124 pre-designed haptic effects in a gaming context and is designed to inspire creativity for game developers looking for ways to enhance their Android games with tactile effects. The Haptic Muse app invites developers into a haptic museum with galleries built around common gaming use cases, like sports, transportation, combat and casinos. As developers browse through the museum, they can select items on display, and then watch, feel and hear them come to life. The effect library significantly reduces integration time by allowing developers to select from a comprehensive list of effects designed to enhance a wide range of gaming environments. "One of the most powerful tools in the Immersion Haptic SDK is our library of 124 pre- designed haptic effects," explains Suzanne Nguyen, Director of Developer Marketing at Immersion. "We designed the Haptic Muse app The Haptic Muse app invites to explore galleries where users feel tactile effects as a way to provide both experienced and new being used in different gaming contexts. (Photo: Business Wire) game developers with a fun, interactive tool to assess which tactile effects work best for their games as well as to illustrate the capabilities of integrating video, audio and haptics." SEGA® of America uses Immersion's Haptic SDK in their Sonic The Hedgehog 4™ Episode II and Sonic CD™ titles, available on Google Play. -
Capítulo 4. Pruebas Y Evaluación Del Videojuego
ESCUELA POLITÉCNICA NACIONAL FACULTAD DE INGENIERÍA EN SISTEMAS INFORMÁTICOS Y DE COMPUTACIÓN DESARROLLO DE UN VIDEOJUEGO TRIDIMENSIONAL PROYECTO PREVIO A LA OBTENCIÓN DEL TÍTULO DE INGENIERO EN SISTEMAS INFORMÁTICOS Y DE COMPUTACIÓN JOSÉ PATRICIO MACAS JIMÉNEZ ([email protected]) ALEX MIGUEL MENA VÁSQUEZ ([email protected]) DIRECTOR: ING. CARLOS MONTENEGRO ([email protected]) Quito, Marzo del 2008 II DECLARACIÓN Nosotros, José Patricio Macas Jiménez y Alex Miguel Mena Vásquez, declaramos bajo juramento que el trabajo aquí descrito es de nuestra autoría; que no ha sido previamente presentado para ningún grado o calificación profesional; y, que hemos consultado las referencias bibliográficas que se incluyen en este documento. A través de la presente declaración, cedemos nuestros derechos de propiedad intelectual correspondientes a este trabajo, a la Escuela Politécnica Nacional, según lo establecido por la Ley de Propiedad Intelectual, por su Reglamento y por la normatividad institucional vigente. _________________________ ________________________ Patricio Macas Alex Mena III CERTIFICACIÓN Certifico que el presente trabajo fue desarrollado por José Patricio Macas Jiménez y Alex Miguel Mena Vásquez, bajo mi supervisión. Ing. Carlos Montenegro DIRECTOR DE PROYECTO 1 INDICE CAPÍTULO 1. METODOLOGÍA Y HERRAMIENTAS ................................................. 7 1.1. SELECCIÓN DE ESTÁNDAR DE DESARROLLO.................................................. 7 1.1.1. MÉTRICA V3 .......................................................................................................................... -
Top 2D Game Engines
1 / 2 Top 2d Game Engines Edgelib – 2D and 3D middleware game engine that supports iOS, ... See all mobile app development companies to find the best fit for your .... Whereas Unreal Engine is best-suited for more robust games—especially from a ... Oxygine is completely free and open source (MIT license) 2D game engine, .... Unity is an amazing game engine, which is designed for 2D and 3D games. The engine is very easy to pickup for beginners and experts. The engine is very .... Godot is an advanced, feature-packed, multi-platform 2D and 3D open source game engine. It provides a huge set of tools with a visual editor, an .... It features hardware-accelerated 2D graphics, integrated GUI, audio support, lighting, map editor supporting top-down and isometric maps, pathfinding, virtual .... The powerful game development tool is capable of designing many different types of games including 2D and 3D type projects. Unity can develop .... Defold is a free and open game engine used for development of console, desktop, mobile and web games.. Whether they are 2D or 3D based, they offer tools to aid in asset creation and placement. The report offers detailed coverage of Game Engines ... 5d game creation framework with support for different isometric perspectives. ... 3D, 2D Game Sprites – Isometric, Pre-rendered, Top-down, Tiles Artwork .... Compare and contrast the various HTML5 Game Engines to find which best suits your needs. Play scary games at Y8.com. Try out games that can cause fright or .... I'm working on a 2D game using Paper2D in Unreal and found some tutorials for .. -
Gravity Evolved
Senior Project Spring 2013 By Clark DuVall Table of Contents Acknowledgements....................................................................................................................................3 Introduction................................................................................................................................................4 The Game ± Gravity Evolved....................................................................................................................5 What It Is...............................................................................................................................................5 How It Was Made..................................................................................................................................5 Related Work.............................................................................................................................................7 Orbits/Orbits HD ± rSchulet Software [5].............................................................................................7 Gravity 2.0 ± Clark DuVall [6].............................................................................................................7 Comparison...........................................................................................................................................8 Design......................................................................................................................................................10 Fireables -
Overview and Comparative Analysis of Game Engines for Desktop And
pag. 21 Overview and Comparative Analysis of Game Engines for Desktop and Mobile Devices Eleftheria Christopoulou, Stelios Xinogalos Department of Applied Informatics, University of Macedonia, Greece {mai1519, stelios}@uom.edu.gr Abstract Game engines are tools that expedite the highly demanding process of developing games. Nowadays, the great interest of people from various fields on serious games has made even more demanding the usage of game engines, since people with limited coding skills are also involved in developing serious games. Literature in the field has studied game engines focusing on specific needs, such as 3D mobile game engines or open source 3D game engines. The motivation of this article and at the same time the advancement brought by it in the field, lies in the extension of an existing framework for the comparative analysis of several game engines that export games at least on Android and iOS mobile devices and cover a wide range of different user profiles and needs. In order to validate the results of this comparative analysis a shooter game was developed for Android devices based on official tutorials of the two game engines that came out to be more powerful, namely Unity and Unreal Engine 4. In conclusion, there is not a single game engine that is better for every purpose and the extensive overview provided can help users choose the most suitable game engine for their needs. Keywords: Game Engines, Comparison, Mobile devices, Android, Unity, Unreal Engine 4 1. Introduction Nowadays, serious games as well as mobile games development are on the rise. Day by day, desktop and console games are replaced by games which run on mobile phones and tablets.