This document provides an introduction to gaming and discusses GameIS, a new social gaming platform. It begins with definitions of gaming and a brief history, and provides statistics on the gaming industry such as demographics. It then discusses common game types and new trends. Open source frameworks for game development are presented, including FlashPunk and Flixel. The Facebook AS3 API is introduced. The document concludes with tips for game development and links to additional resources.
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Developing for Consoles as an Indie in 2018Sarah Sexton
Gaming consoles are closed platforms. They demand quality over quantity. To prove you are serious as a video game developer, what should you do? What can you do to help promote yourself in the community as an indie dev? Xbox Development is improving its Dev Mode, releasing a new Creator's Program, and launching the upcoming Xbox One X. Learn what goes into the process of publishing video games to Microsoft's major gaming consoles in 2018.
One of the best things about Flash is it’s community, and the number of available open source frameworks. In this session we will cover a number of the frameworks that make developing Flash games easier, better, and just more fun.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Developing for Consoles as an Indie in 2018Sarah Sexton
Gaming consoles are closed platforms. They demand quality over quantity. To prove you are serious as a video game developer, what should you do? What can you do to help promote yourself in the community as an indie dev? Xbox Development is improving its Dev Mode, releasing a new Creator's Program, and launching the upcoming Xbox One X. Learn what goes into the process of publishing video games to Microsoft's major gaming consoles in 2018.
Let me tell you in short what this is.
This is a part of my Class Assignment and what you see is a 'PowerPoint Slide Show' of the first three Outcomes from UNIT 20 - 'Computer Game Platform & Technologies'.
Here, at first, I've explained Game Platforms & their types in short and then moved on over to my 2D Platform Game - 'Tales Of Mushroom Land', by considering its Game Platform and the Hardware & Software requirements for the game. I've also showcased some performance tests for my game at the end which I had taken on different systems/machines.
This is about the first three Outcomes - Game Platforms, Hardware & Software.
The second-last slide hosts a reference about 'Outcome 4', which is a video in which I've showcased a playable demo of my game and a bit of support for common errors.
(Of course, the video won't be present over there.)
Now, in order to watch the video for 'Outcome 4' and to get more information and to know what is a 'UNIT', 'Outcomes' - please visit by log - ' phadkeakshay@wordpress.com '.
the name of my blog is - ' The GameBuilder's Inn '.
Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
Flash Game Web Development: A Deep Dive into the World of Interactive Online...company
Flash games have played a significant role in the history of web
development, offering users a vast array of interactive experiences
directly in their web browsers.
Let me tell you in short what this is.
This is a part of my Class Assignment and what you see is a 'PowerPoint Slide Show' of the first three Outcomes from UNIT 20 - 'Computer Game Platform & Technologies'.
Here, at first, I've explained Game Platforms & their types in short and then moved on over to my 2D Platform Game - 'Tales Of Mushroom Land', by considering its Game Platform and the Hardware & Software requirements for the game. I've also showcased some performance tests for my game at the end which I had taken on different systems/machines.
This is about the first three Outcomes - Game Platforms, Hardware & Software.
The second-last slide hosts a reference about 'Outcome 4', which is a video in which I've showcased a playable demo of my game and a bit of support for common errors.
(Of course, the video won't be present over there.)
Now, in order to watch the video for 'Outcome 4' and to get more information and to know what is a 'UNIT', 'Outcomes' - please visit by log - ' phadkeakshay@wordpress.com '.
the name of my blog is - ' The GameBuilder's Inn '.
Jarrett. J. (2014) ‘The DotA Paradox: A Critical Insight into Playful Online Innovation’, paper presented at 'Creating Cultures: Postgraduate Conference in Culture, Media, and the Creative Industries', 12th June, 2014, King’s College London.
More info can be found here: https://www.academia.edu/12323811/The_DotA_Paradox_A_Critical_Insight_into_Playful_Online_Innovation
Related full paper: https://www.academia.edu/27380084/Critically_Approaching_the_Playful_and_Participatory_Genealogy_of_MOBAs
Flash Game Web Development: A Deep Dive into the World of Interactive Online...company
Flash games have played a significant role in the history of web
development, offering users a vast array of interactive experiences
directly in their web browsers.
Developing games for consoles as an indie in 2019David Voyles
I've given this talk several times across the world, and it's largely about the intricate parts of releasing a title in 2019. It covers everything from engines/tools, ESRB & PEGI certifications, and how to build a brand.
Overview of Computer Games
Personal computer games (PC games) are the games played on a personal computer using interface devices such as keyboard and mouse, a joystick or gamepad. Additionally sound may be provided through speakers or headphones.
The term computer game should not be messed with video games, console games, and arcade games. Video games and console games are usually connected to a TV, while arcade games are available in public spaces. At the outset, games were played at an arcade have evolved to be PC games played at home. This has made it possible to develop games of longer duration, and has done away with the requirement of inserting coins.
ADOBE MAX 2006 - "Developing Flash Lite Games" Conference - by Didier Agani (...Didier A
This is the slide for my conference about "Developing Flash Lite Games" at AdobeMax event in 2006 (Las Vegas).
It no longer reflects the mobile reality :) But it is nice to see how Adobe Flash Lite was about to become something big, and finally, did not.
Anyway, this was my very first big conference, and it's been an impressive experience ! Thank you Adobe :)
More info about the conference: http://www.adobe.com/events/max/sessions/md202w.html
This presentation is a general overview about the SNS and SNG industry in Korea and worldwide. It may be useful for those developers and publishers who are interested to enter the social gaming market in Korea.
Pipely is a turnkey, end to end gamification platform helping booth exhibitors generate new business and enhance conference engagement while providing real-time analytics, insights & ROI.
Doing Things That Don't Scale - Counter intuitive marketing for startups...Almog Koren
Counter intuitive marketing for startups...
After closing down Scoreoid now having some free time, I enrolled startup class. Part of the reading was Paul’s Graham’s do things that don’t scale.
I realized what I did for Scoreoid in the being was exactly this, and it really works….
Evaluating ways to generate revenue from the Adobe Integrated Runtime. Specifically, it examines the business potential of Adobe AIR from the perspective of an RIA developer. We will show lots of examples and examine best practices for design and GUI with Adobe Air 2.0.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
2. Who Am I Almog Koren “Almog Design” - Interactive Developer & Designer I’m an interactive developer & designer specializing in Flash, Flex, Adobe Air, 3D Experiences, Interactive games and Mobile Devices. Working under “Almog Design”, a recently established design studio based in Tel Aviv, Israel. I provide development, design, and consultant solutions for a broad range of reputable clients to include Nokia Asia, Faction Media, Intel Israel and various local and international companies. I’m actively involved in the community, run the Adobe user group “Flash and Flex Israel”, organizer of the annual conference “Flash Israel” and have spoken in a number of events and conferences. I contribute to Flash and Flex magazine, on line sites, blogs and publish my own blog when not creating I enjoy scuba diving and photography. My site & blog - almogdesign.net almogdesign -
3. Flash and Flex Israel – Flash Israel 2011 Flash and Flex Israel is the official Adobe user group in Israel (non-profit). Flash and Flex Israel consists of professionals of all skill levels who gather monthly to share information and stay on top of what is new in our ever- changing industry, as well as experience new ideas and concepts. Next meeting - Feb 01, 2011 (Modularization of Flex Applications) Flash Israel is an annual tech event bring together great speakers from aboard covering a number of topics.
18. Introduction: Gaming About Gaming & History Dictionary.com & Wiki Gaming - The playing of games, esp. those developed to teach something or to help solve a problem. Game - A competitive activity involving skill, chance, or endurance. The origin of video games lies in early cathode ray tube-based missile defense systems in the late 1940s. These programs were later adapted into other simple games during the 1950s. By the late 1950s and through the 1960s, more computer games were developed. Following this period, video games diverged into different platforms: arcade, mainframe, console, personal computer and later handheld games. The first commercially viable video game was Computer Space in 1971, which laid the foundation for a new entertainment industry in the late 1970s within the United States, Japan, and Europe.
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20. 80% of an expected 190 million households, will have this console connected to the Internet.
23. From 2003 to 2006, the entertainment software industry's annual growth rate exceeded 17%.
24. Game console software sales totaled $6.6 billion with 153.9 million units soldReference - http://www.grabstats.com/statcategorymain.asp?StatCatID=13
25. Introduction: Gaming History, Stats, Demographics Stats & Demographics Continued Reference - MBA Online - http://www.onlinemba.com/blog/online-gaming-statistics/
42. Introduction: Gaming Looking Forward Kinect hacks - http://kinecthacks.net/, http://www.youtube.com/watch?v=WDlvn3voblQ&feature=player_embedded Augmented reality - http://www.youtube.com/watch?v=ZKw_Mp5YkaE Mobile Augmented Reality - http://www.youtube.com/watch?v=Te9gj22M_aU, http://www.youtube.com/watch?v=YTnZFSNIs0Q New Flash 3D API “Molehill” - http://www.youtube.com/watch?v=c7ot152xiVY, http://www.youtube.com/watch?v=szaXvTsoeVs Connecting Gamming- http://overwolf.com/ Games controlled by mobile - http://www.engadget.com/2011/01/14/app-review-kijjaa-video/ Mobile + Social Gamming
44. Open Source Frameworks Open source? Wiki Open source describes practices in production and development that promote access to the end product's source materials. Some consider open source a philosophy, others consider it a pragmatic methodology. What is Open Source Software? - “Open source software can be defined as any computer software, generally developed as a public collaboration, whose source code is made freely available.” Flash has an enormous open source community.
45. Open Source Frameworks Benefits! Public Collaboration It’s all about collaborating to create, and improve development, with games you get support within the community to outside. Reliability & Auditability Coding standards will be followed, Thoroughly tested and immediate patches will be available if any thing breaks, Flexible. Community Open game frameworks have a strong community, which provides support, source files, examples , and much more. Development time Much faster development, good for prototyping, very flexible, offers more features, easy to maintain. Game Frameworks Game frameworks offer specific benefits IE built game timers, scoreboard, collision, pooling.
46. Wii Flash Development Frameworks & Game Examples flashPunk A free ActionScript 3 library designed for developing 2D Flash games. It provides you with a fast, clean framework to prototype and develop your games in. http://flashpunk.net/ flixel A collection of AS3 files. We put it all in the new flixel 2. Groups to help organize game objects, quad trees for faster, more accurate collisions, a cleaner API. http://flixel.org/ Pushbutton engine The PushButton Engine is an Open Source, Flash game engine and framework that's designed for a new generation of games. http://pushbuttonengine.com/
48. Wii Flash Development More Frameworks as3isolib An open-source ActionScript 3.0 Isometric Library developed to assist in creating isometrically projected content (such as games and graphics) targeted for the Flash player platform. http://code.google.com/p/as3isolib/ FlashGameMarker FGM makes it easy for Flash ActionScript game developers to make 2D side-scrolling and isometric action games. http://flashgamemakeras3.blogspot.com/
50. Facebook AS3 API Facebook Developers Documentation, Form, Showcase and more http://developers.facebook.com/ API Reference http://developers.facebook.com/docs/
51. Facebook AS3 API Facebook AS3 API facebook-actionscript-apihttp://code.google.com/p/facebook-actionscript-api/ Examples and case studies http://www.adobe.com/devnet/facebook.html Code samples http://www.adobe.com/devnet/facebook/ LETS LOOK AT SOME CODE!
53. Beyond the session! Tips & Tricks Make it fun - Your game should be fun, exited and engage the user. Obvious - Talk thur the language of the game, no need for instructions, use the game and visuals Ease controls (don't mix) - It should be ease for the user to play, keep it simple. Don't over complicate things - A good game simples everything but keeps the game engaging Play your game, user test it - Play your game but always do user testing. 8 seconds to hook the user - You have a limited time to sale your game (different for social games) Brand charter - Add a charter to your game, find ways to personalize the game. The 3 “U'” - Understand your platform Understand your game type Understand your user.
54. Beyond the session! Tips & Tricks Continued Send to friend - This isn't social, social games need to connect. Scoreboard - Make sure to have a global and friends score board. Advertise - Sending to your friends is ok, but advertising better. Incentives - Always offer in game incentives and out game incentives. Design, Design, Design - Work with “GAME” designers. Connect Users - Find ways to connect users across demographics. Play, Play, Play - Play lots of games!!! Chose the tech– In today's marker its about the project chose the right technology for your project, there is no right or wrong.
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56. Mercenaries of War (15,000 monthly active users)http://apps.facebook.com/mercenariesofwar/