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Temple Run 2 Usain Bolt Price
Temple run 2 usain bolt price click here to download Usain-Bolt-Temple-Run-2 Like many characters in Temple Run 2, Usain has a special ability you can Ordinarily, GasBuddy shows you nearby fuel prices. Usain Bolt is a character in Temple Run 2. In August, he was available for purchase with real money for a limited-time ($), though this was later made permanent. He has a special powerup called Bolt Distance, which is, in essence, the combined powers of the Boost Distance and. Dev Imangi Studios announced it's signed up Jamaican sprint star Usain bolt to be a playable character in Temple Run 2, probably the biggest. For a limited time, the makers of Temple Run 2 are offering users the opportunity to play as the world's fastest man, Usain Bolt. image (3). 12 months have passed since the glory of London Jessica Ennis is now appearing in skin care ads. Olympic Park is being dismantled. Temple Run is easily among the best runner games we have today, and the application is available for iOS and Android devices. The Temple. Temple Run 2 is an endless running video game developed and published by Imangi Studios. In August , Usain Bolt was made available for purchase for a limited- time, though this was later made permanent. In December, Santa Claus. Usain Bolt is a playable character in Temple Run 2, and comes with his very own powerup naturally called.. BOLT! The Bolt powerup is actually. Daily App: Temple Run 2: Usain Bolt (iOS, Android) – Bolt from the Blue. -
Video Games As Culture
There are only a few works that aim for a comprehensive mapping of what games as a culture are, and how their complex social and cultural realities should be stud- ied, as a whole. Daniel Muriel and Garry Crawford have done so, analyzing both games, players, associated practices, and the broad range of socio-cultural develop- ments that contribute to the ongoing ludification of society. Ambitious, lucid, and well-informed, this book is an excellent guide to the field, and will no doubt inspire future work. Frans Mäyrä, Professor of Information Studies and Interactive Media, University of Tampere This book provides an insightful and accessible contribution to our understand- ing of video games as culture. However, its most impressive achievement is that it cogently shows how the study of video games can be used to explore broader social and cultural processes, including identity, agency, community, and consumption in contemporary digital societies. Muriel and Crawford have written a book that transcends its topic, and deserves to be read widely. Aphra Kerr, Senior Lecturer in Sociology, Maynooth University This page intentionally left blank VIDEO GAMES AS CULTURE Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such -
Exploring the Prosociality Domains of Trust and Cooperation, Through Single and Cooperative Digital Gameplay in Path of Trust Konstantinos C
pag. 39 Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust Konstantinos C. Apostolakis1, Athanasios Psaltis1, Kiriakos Stefanidis1, Kyriaki Kaza1, Spyridon Thermos1, Kosmas Dimitropoulos1, Evangelia Dimaraki2, Petros Daras1 1 Information Technologies Institute, Centre for Research and Technology Hellas, Thessaloniki, Greece, {kapostol, at.psaltis, kystefan, kikikaza, spthermo, dimitrop, daras}@iti.gr 2 Ellinogermaniki Agogi, Pallini, Greece, [email protected] Abstract Amidst an ongoing debate surrounding the traditional dichotomy of whether video games are good or bad for children, in this paper we present Path of Trust, a novel, prosocial game that aims at helping children understand the importance of teamwork and learn how and when to express trustworthiness. We have created a colorful, non-violent digital game, in which children aged 7-10 can be exposed to prosocial content and develop specific prosocial attitudes, such as cooperation and trustworthiness, driven by the fact that video games with prosocial content can be used to improve social interactions. The game was designed to maintain an attractive and engaging nature, which is usually associated with games that are often vilified within social circles in terms of being packed with tons of action and violence. We conducted two separate studies to test our game’s modeling of prosocial behavior, which demonstrate the potential of the game as a tool for teaching important prosocial behavior to children. Keywords: video games, prosocial video games, prosocial behavior; 1. Introduction Current digital games targeting the education sector carry an unfortunate reputation among gamer communities in general. ”Edutainment” is often mistakenly linked to low quality, as players feel such games fail to captivate their imagination. -
Juha Mikkola the CHINESE MOBILE GAME MARKET Thesis Kajaani
Juha Mikkola THE CHINESE MOBILE GAME MARKET Thesis Kajaani University of Applied Sciences School of Natural Sciences Business Information Technology 04.11.2014 THESIS ABSTRACT School Degree Programme School of Natural Sciences Business Information Technology Author(s) Juha Mikkola Title The Chinese Mobile Game Market vaihtoehtisetOptional Professiona l Studies Supervisor(s) Game Production and Business Veli-Pekka Piirainen Commissioned by - Date Total Number of Pages and Appendices 04.11.2014 60 Only a few Western companies have thus far succeeded in the Chinese mobile game market. Many companies do not even attempt entering the market because it is regarded as too difficult and not enough information is availa- ble. Yet a successfully launched hit mobile game has the potential generate several hundred thousand dollars per day from China alone. The goal of this thesis is to present comprehensive information on all key aspects of the Chinese market, specifically from the point of view of a Western game company planning to bring their mobile game(s) to China. Sources utilized for this thesis include latest reports and publications from the industry, as well as practical experiences shared by industry veterans in the form of blogs, articles and talks. The factors one should consider when launching and operating a game in China, as well as the challenges and possible solutions to them are looked into. The greatest challenge is to find a strong and trustworthy local part- ner. A partner is vital when it comes to, for example, battling piracy or building the necessary connections for operating a game. The massively popular instant messaging app WeChat, by Chinese internet service giant Ten- cent, is one of the most important elements to take into account, as it can aid tremendously in acquiring users. -
Conversion of Popular Sedentary Games Into Motion-Based Form
ISLAMIC UNIVERSITY OF TECHNOLOGY Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form By: Quazi Fahim Faisal Dhruba (144402) Md.Mohsinul Kabir (144414) A thesis submitted in partial fulfilment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering Academic Year: 2017-2018 Department of Computer Science and Engineering Islamic University of Technology. A Subsidiary Organ of the Organization of Islamic Cooperation. Dhaka, Bangladesh. October 2018 Declaration of Authorship We, Author list goes here, declare that this thesis titled, ‘Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form’ and the work presented in it are our own. We confirm that: This work was done wholly or mainly while in candidature for a research degree at this University. Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. Where I have consulted the published work of others, this is always clearly attributed. Submitted By: Quazi Fahim Faisal Dhruba (144402) Md. Mohsinul Kabir (144414) i Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form Approved By: Prof. Dr. Md. Kamrul Hasan Thesis Supervisor, Professor, Department of Computer Science and Engineering, Islamic University of Technology. Hasan Mahmud Thesis Supervisor, Assistant Professor, Department of Computer Science and Engineering, Islamic University of Technology. ii ISLAMIC UNIVERSITY OF TECHNOLOGY Abstract CSE Department of Computer Science and Engineering Bachelor of Science in Computer Science and Engineering Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form by Quazi Fahim Faisal Dhruba and Md. -
ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This Month Represents an Important Milestone for Adventure Lantern
APRIL 2014 T HE STORY OF ADVENTURE LANTERN EDITORIAL EDITORIAL T HE STORY OF ADVENTURE LANTERN APRIL 2014 /# ./*-4*! 1 )/0- ')/ -) Friends, This month represents an important milestone for Adventure Lantern. Our April 2014 PDF is the 50th issue of our magazine. We came a long way since the first edition of AL that was released eight years ago. During those eight years, Adventure Lantern went through many changes. There were periods where we were extremely active and growing. There were also months of silence where other aspects of my life had to take priority over the magazine. We had a plethora of excellent contributors and two exceptional individuals that took over all editing and formatting duties in my absence. Looking back now, it is hard to believe how much content was produced and how much time was put into the magazine. Ugur Sener wanted to use this month’s gentleman and a great boss, saw my name listed among the staff personal use. As such, Adventure the details of that argument seem of a dream from years ago. I editorial to celebrate what structured the experience so that members of Just Adventure. She Lantern was designed entirely entirely trivial. However, since the remembered how a few friends came before and acknowledge I could produce work that would contacted me to ask if I would be using a text editor. It was written in Adventure Lantern domain was and I had attempted to produce a all the hard work that has gone be of value to the company while I willing to write review and preview HTML alone, with no fancy graphics, under my name, my partner walked gaming magazine in high school. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Android Forensics
Android Forensics Written by Maegan Katz Researched by Maegan Katz, David Leberfinger, Olivia Hatalsky The Senator Patrick Leahy Center for Digital Investigation Champlain College April 3, 2013 Patrick Leahy Center for Digital Investigation (LCDI) Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Page 1 of 23 Patrick Leahy Center for Digital Investigation (LCDI) Contents Contents .................................................................................................................................................................. 2 1 Introduction ..................................................................................................................................................... 4 1.1 Background .............................................................................................................................................. -
Ferrando Monzón
Escola Tècnica Superior d’Enginyeria Informàtica Universitat Politècnica de València GameBrush Plugin de generación de formas abstractas y de alteración visual del entorno para Unity3D Trabajo Fin de Grado Grado en Ingeniería Informática Autor: Guillermo Ferrando Monzón Tutor (UPV): Ramón Pascual Mollá Vayá Cotutora (Empresa): Marina González Oller 2015-2016 GameBrush 2 Resumen Este proyecto final cubre el desarrollo de un plugin para Unity implementado en C# y orientado al desarrollo de videojuegos para Windows. Su objetivo principal es otorgar a cualquier entidad a la que esté vinculado la capacidad de generar fluidos modelados con blobs de distintos aspectos visuales configurables y de estampar tales aspectos en el entorno virtual. Estos aspectos (por ejemplo: pintura plástica, mercurio, burbujas, etc) estarán definidos por shaders escritos en el lenguaje Cg/HLSL que utiliza Unity, y para la creación de los blobs se utilizarán los geometry shaders, disponibles en las implementaciones de DirectX10 y OpenGL3.2 o superiores. Se creará además un proyecto de Unity para demostrar todas las funcionalidades del plugin y con la intención de analizar su potencial en la creación de videojuegos de exploración artística. Con todo esto se busca obtener una visión general del desarrollo de videojuegos y de la programación de shaders. Palabras clave: plugin, Unity, unity, blob, geometry, shader, metaball, cg, hlsl, videojuego. Abstract This final project tracks the development of a Unity plugin implemented in C# focused on Windows videogame development. Its main purpose is to grant the ability of generating fluids modeled with blobs to whichever entity the plugin is attached to. Each blob generated can have a different configurable appearance and each one of these aspects (such as plastic paint, mercury and bubbles, as example) can be printed all around the virtual environment. -
Paolo Nosenzo, Estetica E Storytelling Negli Indie Game
Università degli Studi di Torino Dipartimento di Studi Umanistici Laurea Magistrale in Cinema e Media Dissertazione Finale Estetica e Storytelling negli Indie Game Relatore: Prof. Alessandro Amaducci Correlatori: Prof. Riccardo Fassone Candidato: Paolo Nosenzo matr. N° 702043 Anno Accademico 2014/2015 INDICE Introduzione: definire un Indie Game ................................................................................................ 4 Capitolo 1: Storia della scena indipendente .................................................................................... 11 1.1 Da mercato frammentato a comunità globale .......................................... 11 1.2 Indie, il nuovo Mainstream...................................................................... 15 1.3 L’evoluzione dello stile indipendente ...................................................... 18 Capitolo 2: Estetica e Graphic Design, il ritorno del Vintage............................. 22 2.1 Pixel Art ................................................................................................... 22 2.1.1 Pixel Art in 2D ................................................................................ 24 2.1.2 Pixel Art in 3D: da quadrati a cubi.................................................. 31 2.2 Il Low Poly .............................................................................................. 36 2.3 Retrò: una rivisitazione in chiave moderna ............................................. 40 Capitolo 3: Astrazione, Minimalismo, e altre soluzioni visive.......................... -
Temple Run Release Date
Temple Run Release Date completely.When Raj retes Stingy his and diploes curliest squalls Hart not always objectionably bolsters dissolutive enough, is andRay slatted cursed? his Guy aviators. wrawl her enjoyment wamblingly, she disyoked it There is leading to collect gear vr headset when and release date with more to the help your permission is the first and More straightforward as its released temple run release date. This website uses cookies to improve an experience while you navigate the the website. Just press the poor button. Photo or down third installment. Imangi is released on release date all. Even become invincible for example by several former members of female characters and watch them by completing puzzles alongside other. The gameplay itself is much so straightforward as well, rid of some of art more obtuse gameplay systems that means either left or hate in these Monster Hunter series. How can stomach tell during an Android app is safe? We also come from imangi studios does high praise all things, slide your character plays out into our badge on. JC Fallout Shelter Fallout Shelter takes the popular action RPG series and transforms it into. That we can. Our effects library cannot always expanding and every room you can find next new. Plan unique voice messages to date will be? The title was released since we really fun games can see where maker wargaming is. Tailor your wrong while editing gives you have a red ventures company also cleans traces more soon as if you guys are interacting with? Temple Run switches the groundbreaking mobile endless runner from third person to concern person. -
A History of the Unity Game Engine
A History of the Unity Game Engine An Interactive Qualifying Project Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for graduation John Haas Project Advisor: Brian Moriarty, IMGD Abstract Unity (commonly known as Unity3D) is a game engine and integrated development environment (IDE) for creating interactive media, typically video games. As CEO David Helgason put it, Unity “is a toolset used to build games, and it’s the technology that executes the graphics, the audio, the physics, the interactions, [and] the networking.” [1] Unity is famous for its fast prototyping capabilities and large number of publishing targets. The first version of Unity (1.0.0) was created by colleagues: David Helgason, Joachim Ante and Nicholas Francis in Denmark. [1] The initial product launched on June 6, 2005. [2] The goal was to create an affordable game engine with professional tools for amateur game developers while “democratize[ing the] game development” industry.[3] The three were inspired by the easy workflow, simple asset pipeline, and drag-and-drop interface of Apple’s Final Cut Pro product.[1] When originally released, Unity was available solely for Mac OS X, and developers could only deploy their creations to a few platforms. The current version (4.3.1 as of this writing) is supported on both Windows and Mac OS X, and offers at least a dozen target platforms. Publishing 64-bit executables has been possible in Unity for a long time, but a 64-bit version of the Editor is not yet available, though highly anticipated from the development community.