Slitherio Game Guide
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Author | : AppMonkey |
Publisher | : Booksmango |
Total Pages | : 18 |
Release | : 2016-05-02 |
Genre | : Games & Activities |
ISBN | : 1633237915 |
Remember Agar.io? Slither.io is, in spirit at least, its sequel. It mixes the old Snake concept with a new multiplayer gameplay. Grow by eating little circles or by eating bigger or smaller snakes.
Author | : AppMonkey |
Publisher | : Booksmango |
Total Pages | : 32 |
Release | : 2018-12-24 |
Genre | : Games & Activities |
ISBN | : 1641532300 |
In this slither.io game guide, you will learn simple but effective tactics ranging from straightforward to advanced. This guide is short and informative, containing lots of high quality images to explain the deadly strategies inside this book. This guide, along with lots of practice and patience, will guarantee that you can grow as fast and big than you ever did before. I use these strategies to gain up to 5,000 length within a minute, almost every time. And I believe you can be the next one. So, are you ready?
Author | : Andy Robertson |
Publisher | : Unbound Publishing |
Total Pages | : 379 |
Release | : 2021-01-21 |
Genre | : Games & Activities |
ISBN | : 1783528931 |
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Author | : Chris Fox |
Publisher | : Createspace Independent Publishing Platform |
Total Pages | : 0 |
Release | : 2016-02-06 |
Genre | : Authorship |
ISBN | : 9781548220396 |
Many authors write, then market. Successful authors write TO market Have you written a book that just isn't selling? Would you like to write a book that readers eagerly devour? Many authors write, then market. Successful authors write TO market. They start by figuring out how to give readers what they want, and that process begins before writing word one of your novel. This book will teach you to analyze your favorite genre to discover what readers are buying, to mine reviews for reader expectations, and to nail the tropes your readers subconsciously crave. Don't leave the success of your novel up to chance. Deliver the kind of book that will have your fans hounding you for the next one.
Author | : Sheena Vaidyanathan |
Publisher | : Quarry Books |
Total Pages | : 147 |
Release | : 2018-12-18 |
Genre | : Juvenile Nonfiction |
ISBN | : 1631595814 |
Creative Coding in Python presents over 30 creative projects that teach kids how to code in the easy and intuitive programming language, Python. Creative Coding in Python teaches the fundamentals of computer programming and demonstrates how to code 30+ fun, creative projects using Python, a free, intuitive, open-source programming language that's one of the top five most popular worldwide and one of the most popular Google search terms in the U.S. Computer science educator Sheena Vaidyanathan helps kids understand the fundamental ideas of computer programming and the process of computational thinking using illustrations, flowcharts, and pseudocode, then shows how to apply those essentials to code exciting projects in Python: Chatbots: Discover variables, strings, integers, and more to design conversational programs. Geometric art: Use turtle graphics to create original masterpieces. Interactive fiction: Explore booleans and conditionals to invent "create your own adventure" games. Dice games: Reuse code to devise games of chance. Arcade games and apps: Understand GUI (graphical user interfaces) and create your own arcade games and apps. What’s next? Look at exciting ways to use your powerful new skills and expand your knowledge of coding in Python. Creative Coding in Python gives kids the tools they need to create their own computer programs.
Author | : Yasmin B. Kafai |
Publisher | : Routledge |
Total Pages | : 394 |
Release | : 2012-11-12 |
Genre | : Education |
ISBN | : 1136491422 |
The digital revolution necessitates, but also makes possible, radical changes in how and what we learn. This book describes a set of innovative educational research projects at the MIT Media Laboratory, illustrating how new computational technologies can transform our conceptions of learning, education, and knowledge. The book draws on real-world education experiments conducted in formal and informal contexts: from inner-city schools and university labs to neighborhoods and after-school clubhouses. The papers in this book are divided in four interrelated sections as follows: * Perspectives in Constructionism further develops the intellectual underpinnings of constructionist theory. This section looks closely at the role of perspective-taking in learning and discusses how both cognitive and affective processes play a central role in building connections between old and new knowledge. * Learning through Design analyzes the relationship between designing and learning, and discusses ways that design activities can provide personally meaningful contexts for learning. This section investigates how and why children can learn through the processes of constructing artifacts such as games, textile patterns, robots and interactive devices. * Learning in Communities focuses on the social aspects of constructionist learning, recognizing that how people learn is deeply influenced by the communities and cultures with which they interact. It examines the nature of learning in classroom, inner-city, and virtual communities. * Learning about Systems examines how students make sense of biological, technological, and mathematical systems. This section explores the conceptual and epistemological barriers to learning about feedback, self-organization, and probability, and it discusses new technological tools and activities that can help people develop new ways of thinking about these phenomena.
Author | : Jared Halpern |
Publisher | : Apress |
Total Pages | : 398 |
Release | : 2018-11-28 |
Genre | : Computers |
ISBN | : 1484237722 |
Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn.Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.
Author | : Debra Mayhew |
Publisher | : Southwater |
Total Pages | : 256 |
Release | : 2017-08-04 |
Genre | : Soups |
ISBN | : 9781843098058 |
This comprehensive cookbook contains over 200 recipes from all around the world. Choose from refreshing summer soups or spicy winter warmers. Select an intensely flavoured soup for a delicious appetizer or a hearty broth for a healthy lunch. The introduction gives step-by-step recipes for a range of stocks, from vegetarian to beef and Japanese to seafood, to make nutritious and delicious bases for your soups. Garnishes are suggested for the perfect finishing touches. With nearly 800 colour photographs, informative text, easy-to-follow steps and a superb collection of recipes, this is an essential guide to the art of soup-making and a vital addition to any kitchen. Features include: more than 200 delectable soups in one full-colour collection - delicious inspiration at your fingertips; a world-wide selection of enticing soups from classic French Vichyssoise to Hungarian Sour Cherry - from Thai Hot and Sour Prawn to hearty Italian Minestrone and from spicy Indian Beef and Berry to American Creamy Oyster Soup; soups of all styles, including chilled, creamy, rich, exotic, spicy, fruity, hearty and lavish; a comprehensive introduction includes step-by-step recipes for creating the perfect stock and suggests garnishes for a professional finish; and, all photographed, including step-by-step instructions and mouthwatering images of each finished dish. About the Author Debra Mayhew, who compiled this volume with some of the best recipe developers and home economists working today, is a highly experienced writer, food consultant and culinary editor and expert. Debra's other published works include Flipcook: Soup; Great Soup; The Cook's Encyclopedia of Soup and Hearty Soups.
Author | : Arran Topalian |
Publisher | : CRC Press |
Total Pages | : 111 |
Release | : 2023-12-06 |
Genre | : Computers |
ISBN | : 1003807275 |
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever, the value and importance of "lightning in a bottle" pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles, generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –"why didn’t I think of that!?" As such, this book will cover: •How video game pitches can determine the success potential of a video game •How to conceptualise unique and compelling ideas for a video game •How to validate your ideas to better determine whether they are capable of becoming "lightning in a bottle" experiences –or even worth prototyping •How to structure, format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers, students studying game design courses and start-up founders seeking investment.
Author | : Carolyn Handler Miller |
Publisher | : CRC Press |
Total Pages | : 512 |
Release | : 2019-11-04 |
Genre | : Art |
ISBN | : 0429801831 |
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences