Visual Basic Game Programming for Teens

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Edition:   3rd edition
ISBN:  

9781435458109


Pages:   400
Publication Date:   23 December 2010
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Visual Basic Game Programming for Teens


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Full Product Details

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Imprint:   Cengage Learning, Inc
Edition:   3rd edition
Dimensions:   Width: 18.80cm , Height: 2.70cm , Length: 23.20cm
Weight:   1.020kg
ISBN:  

9781435458109


ISBN 10:   1435458109
Pages:   400
Publication Date:   23 December 2010
Audience:   Young adult ,  Teenage / Young adult
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Reviews

1. Structure and Process of Supervision. 2. Supervision Models: Psychotherapy-based Non-Psychotherapy-based. 3. Effective Supervision. 4. Supervisor. Gender and Perceived Stereotypes. Theoretical Orientation, Interaction and Learning Styles. BTI Types. Negative-Harmful Supervision. 5. Supervisee. Attachment Style. Self-presentation and Self-disclosure. Interaction and Learning Styles. Theoretical Orientation. Gender & Perceived Stereotypes. 6. Assessment of the Trainee. Knowledge and Skills. Personal Dynamics. Formal Assessment Tools. 7. Supervision Ethics. 8. Legal Aspects of Supervision in Psychotherapy. 9. Impacts of Culture and Diversity on the Supervisory Relationship and Process.


PART I: THE RPG GAME ENGINE. 1. Getting Started with Visual Basic. 2. User Input. 3. Bitmaps. 4. Printing Text. 5. Sprites. 6. Audio. PART II: THE RPG WORLD. 7. Designing The Game-Celtic Crusader. 8. Creating The Game Level Editor. 9. The Game World-Medieval Ireland. 10. Scrolling The Game World. 11. Adding Scenery and Solid Objects. 12. Event Gates-Entering Dungeons. PART III: THE PLAYER AND CHARACTERS. 13. Creating The Character Editor. 14. Creating The Player and Character Classes. 15. Gaining Experience and Leveling Up. PART IV: INVENTORY. 16. Creating The Item Editor. 17. Managing The Player's Inventory. PART V: QUESTS AND COMBAT. 18. Creating Quests-Advancing The Story. 19. Creating the Quest Editor. 20. NPCs and Monsters. 21. Creating a Dialog System. 22. Collision Detection. 23. Engaging in Combat. 24. Leveling Up and Upgrading Player Skills.


Author Information

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

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