Author: Tim Kearney
Publisher:
ISBN: 9781944517137
Category :
Languages : en
Pages :
Book Description
Oath of the Frozen King is the first book in our new Adventure Kit product line. The core concept behind the Adventure Kit is to find an RPG sweet spot somewhere between pre-written adventure modules and your own simple prep notes. We've created a versatile, flexible framework for you to build your own adventures quickly and easily while the kit does all of the heavy lifting. The Oath of the Frozen King Adventure Kit boasts replay value that is virtually unheard of in a roleplaying game product - designed to let Game Masters choose the pieces they like, and fine-tune to their group's playstyle. With limitless possibilities for customization, no two instances of Oath of the Frozen King will be the same.
Oath of the Frozen King
Comprehending Functional Text, Grades 6 - 8
Author: Schyrlet Cameron
Publisher: Mark Twain Media
ISBN: 1622234324
Category : Juvenile Nonfiction
Languages : en
Pages : 67
Book Description
Comprehending Functional Text is designed to help students successfully deal with everyday reading of nonfiction materials. This dynamic book teaches students to understand purpose, gather key ideas, make inference, and evaluate the information they are reading. It is aligned to Common Core State Standards and includes practice activities, learning station ideas, assessment prep, and more!
Publisher: Mark Twain Media
ISBN: 1622234324
Category : Juvenile Nonfiction
Languages : en
Pages : 67
Book Description
Comprehending Functional Text is designed to help students successfully deal with everyday reading of nonfiction materials. This dynamic book teaches students to understand purpose, gather key ideas, make inference, and evaluate the information they are reading. It is aligned to Common Core State Standards and includes practice activities, learning station ideas, assessment prep, and more!
The King in Yellow
Author: Thom Ryng
Publisher: Lulu.com
ISBN: 1411685768
Category : Fiction
Languages : en
Pages : 114
Book Description
Between the covers of this small, unassuming book lies a tale one hundred years in the making. Banned by the governments of Europe upon its publication, burned by the zealots of religion and sanity, its very name only whispered in the shadows by decadent artists: THE KING IN YELLOW, a play for the damned and the lost. Armitage House is proud to present this notorious work of occult literature for the first time in paperback.
Publisher: Lulu.com
ISBN: 1411685768
Category : Fiction
Languages : en
Pages : 114
Book Description
Between the covers of this small, unassuming book lies a tale one hundred years in the making. Banned by the governments of Europe upon its publication, burned by the zealots of religion and sanity, its very name only whispered in the shadows by decadent artists: THE KING IN YELLOW, a play for the damned and the lost. Armitage House is proud to present this notorious work of occult literature for the first time in paperback.
Game Hacking
Author: Nick Cano
Publisher: No Starch Press
ISBN: 1593276699
Category : Computers
Languages : en
Pages : 305
Book Description
You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Publisher: No Starch Press
ISBN: 1593276699
Category : Computers
Languages : en
Pages : 305
Book Description
You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
The Master of Game
Author: Edward (of Norwich)
Publisher:
ISBN:
Category : Hunting
Languages : en
Pages : 388
Book Description
Publisher:
ISBN:
Category : Hunting
Languages : en
Pages : 388
Book Description
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
Author: Connolly, Thomas
Publisher: IGI Global
ISBN: 1605663611
Category : Education
Languages : en
Pages : 394
Book Description
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Publisher: IGI Global
ISBN: 1605663611
Category : Education
Languages : en
Pages : 394
Book Description
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
King's Game
Author: Hitori Renda
Publisher: Futabasha Publishers LTD.
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 162
Book Description
Nobuaki's classmates receive mysterious text message from ‘The King’. At first it was a simple command, but step by step escalates into extremity. Insubordination link directly to death!! In order to survive, classmates starts hating and killing each other. The story originates from mobile game based box office horror novel. This series has been published in Japan since 2010 which Japanese title name is "Ousama Game"
Publisher: Futabasha Publishers LTD.
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 162
Book Description
Nobuaki's classmates receive mysterious text message from ‘The King’. At first it was a simple command, but step by step escalates into extremity. Insubordination link directly to death!! In order to survive, classmates starts hating and killing each other. The story originates from mobile game based box office horror novel. This series has been published in Japan since 2010 which Japanese title name is "Ousama Game"
Clockwork Game Design
Author: Keith Burgun
Publisher: CRC Press
ISBN: 1317630394
Category : Computers
Languages : en
Pages : 147
Book Description
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations
Publisher: CRC Press
ISBN: 1317630394
Category : Computers
Languages : en
Pages : 147
Book Description
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design. Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it. Filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a must-have manual for designing games. A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations
Game Time
Author: Christopher Hanson
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
Publisher: Indiana University Press
ISBN: 0253032849
Category : Games & Activities
Languages : en
Pages : 273
Book Description
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
Writing Horror and the Body
Author: Linda Badley
Publisher: Bloomsbury Publishing USA
ISBN: 0313367787
Category : Literary Criticism
Languages : en
Pages : 200
Book Description
In this sequel to Film, Horror, and the Body Fantastic, Badley examines horror fiction as a fantastic genre in which images of the body and the self are articulated and modified. Badley places horror fiction in its cultural context, drawing important connections to theories of gender and sexuality. As our culture places increasing importance on body image, horror fiction has provided a language for imagining the self in new ways—often as ungendered, transformed, or re-generated. Focusing on the works of Stephen King, Clive Barker, and Anne Rice, Badley approaches horror as a discourse that articulates the anxieties of our culture.
Publisher: Bloomsbury Publishing USA
ISBN: 0313367787
Category : Literary Criticism
Languages : en
Pages : 200
Book Description
In this sequel to Film, Horror, and the Body Fantastic, Badley examines horror fiction as a fantastic genre in which images of the body and the self are articulated and modified. Badley places horror fiction in its cultural context, drawing important connections to theories of gender and sexuality. As our culture places increasing importance on body image, horror fiction has provided a language for imagining the self in new ways—often as ungendered, transformed, or re-generated. Focusing on the works of Stephen King, Clive Barker, and Anne Rice, Badley approaches horror as a discourse that articulates the anxieties of our culture.