The Art of Flash Animation

The Art of Flash Animation
Title The Art of Flash Animation PDF eBook
Author Mark Smith
Publisher Jones & Bartlett Publishers
Pages 481
Release 2010-08-30
Genre Computers
ISBN 1449613187

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Part animation guide, part Flash manual, The Art of Flash Animation: Creative Cartooning provides a practical primer on classic, hand-drawn 2D screen animation as well as an introduction to using Flash for creating your own cartoons. Section I discusses the terms and techniques of hand-drawn animation, character design, and storyboards, while Section II covers scanning, digitizing your artwork into Flash, and setting up scenes. Topics include how to animate a walk cycle; recording and editing dialogue, sound effects, and music; how to use recyclable symbols to make the animation process more efficient; preparing your work for video or web download.

Flash Animation for Teens

Flash Animation for Teens
Title Flash Animation for Teens PDF eBook
Author Eric Grebler
Publisher Cengage Learning
Pages 191
Release 2007
Genre Computer animation
ISBN 9781598632316

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The Animator's Survival Kit

The Animator's Survival Kit
Title The Animator's Survival Kit PDF eBook
Author Richard Williams
Publisher Macmillan
Pages 393
Release 2012-09-25
Genre Art
ISBN 086547897X

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"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.

Adobe Flash Animation

Adobe Flash Animation
Title Adobe Flash Animation PDF eBook
Author Philip Carrera
Publisher Jones & Bartlett Publishers
Pages 292
Release 2010-06-16
Genre Computers
ISBN 076378415X

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DVD-ROM contains: "video-recorded tutorials so readers can follow along at their own pace."

Real-World Flash Game Development

Real-World Flash Game Development
Title Real-World Flash Game Development PDF eBook
Author Christopher Griffith
Publisher Taylor & Francis
Pages 369
Release 2012-11-12
Genre Art
ISBN 1136137017

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This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.

Teen Fandom and Geek Programming

Teen Fandom and Geek Programming
Title Teen Fandom and Geek Programming PDF eBook
Author Carrie Rogers-Whitehead
Publisher Rowman & Littlefield
Pages 169
Release 2018-06-15
Genre Language Arts & Disciplines
ISBN 1538107538

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Fandom and geek programming has exploded in libraries in recent years. From anime-themed library lock-in events, cosplay contests, and video game tournaments, to an annual Harry Potter Yule Ball, libraries have embraced their inner geek and are hosting a wide variety of fandom programs. For those librarians who have no idea about the importance of Doctor Who, or the Star Trek vs.Star Wars debate, planning for such programming can seem daunting. Teen Fandom and Geek Programming: A Practical Guide for Librarians covers major fandom and program themes, as well as real-world event, club, and program ideas to help librarians provide this type of programming to their communities. Specifically, detailed coverage is provided for: Major fandoms, including superheroes, anime, Harry Potter, Dr. Who, Sherlock, and video game fandoms including MMOGs, Nintendo, and RPGs Fandom clubs Fanfiction programming Cosplay programming STEM programming through fandoms (graphic design and art; video editing and design; 3D printing) Large-scale geek events Promoting inclusivity through geek programming Use the tips and how-to knowledge in this practical guide to get more teens into your library!

Genres on the Web

Genres on the Web
Title Genres on the Web PDF eBook
Author Alexander Mehler
Publisher Springer Science & Business Media
Pages 364
Release 2010-10-01
Genre Computers
ISBN 9048191785

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The volume “Genres on the Web” has been designed for a wide audience, from the expert to the novice. It is a required book for scholars, researchers and students who want to become acquainted with the latest theoretical, empirical and computational advances in the expanding field of web genre research. The study of web genre is an overarching and interdisciplinary novel area of research that spans from corpus linguistics, computational linguistics, NLP, and text-technology, to web mining, webometrics, social network analysis and information studies. This book gives readers a thorough grounding in the latest research on web genres and emerging document types. The book covers a wide range of web-genre focused subjects, such as: • The identification of the sources of web genres • Automatic web genre identification • The presentation of structure-oriented models • Empirical case studies One of the driving forces behind genre research is the idea of a genre-sensitive information system, which incorporates genre cues complementing the current keyword-based search and retrieval applications.