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Photoshop CS2 All-in-One Desk Reference For Dummies- P22

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Cloning with the Clone Stamp Tool. Digital Bandaging with the Healing Brush Tool 609. click on the Mac) with the tool to define the source. Then click at one end of the straight flaw and Shift+click at the other end. You can avoid those funky telltale clone stamp repetitive patterns and blotches.. Clone patterns: To use the Pattern Stamp tool,...

Photoshop CS2 All-in-One Desk Reference For Dummies- P23

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If you want more information on printing, check out Book I, Chapter 3. If all you want to do is print color prints on your desktop printer, I recom- mend starting off by choosing Document in the Print area and choosing Let Photoshop Determine Colors for Color Handling. In the Print dialog box, click More Options and select Color Management...

Photoshop CS2 All-in-One Desk Reference For Dummies- P24

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See also paths. See also actions duotone color mode, 132–133 duplicating. Encapsulated PostScript (EPS) file format, 143–145. EPS (Encapsulated PostScript) file format, 143–145. See also documents backup copies, 50. See also blend modes. See also sharpening images. See also text. See also Extras. See also annotations See also grids and guides See also layer edges. See also selection edges, showing/hiding...

Photoshop CS2 All-in-One Desk Reference For Dummies- P25

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You can do that two ways:. Selecting the Only Web Colors check box in the Color Picker, as shown in Figure 1-6.. A small cube appears above the selected color patch in the dialog box (to the left of the Custom button).. Selecting Make Ramp Web Safe in the Color palette.. Hexadecimal colors are simply a way of representing hues...

Photoshop CS2 All-in-One Desk Reference For Dummies- P26

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You can create buttons quickly and easily in Photoshop. You find them at the bottom of the Style palette options menu.. I added my title type in the Impact font by using two sizes. I then applied layer effects — drop shadow, inner glow, and inner bevel, as illustrated in the upcoming figure. Of course, you can do this step...

Game Design: Theory & Practice- P1

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Game Design:. Game design: theory &. Computer games—Programming. Printed in the United States of America. Images from Duke Nukem 3D ® and © 2000 3D Realms Entertainment. Images from the 3D version of Centipede ® and © 2000 Atari Interactive, Inc. Though the game is referred to as “Centipede 3D” in this book in order to differentiate it from the...

Game Design: Theory & Practice- P2

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Beyond the game not crashing and looking reasonably pretty, players have certain gameplay expecta- tions, and if these are not met, the player will soon become frustrated and find another game to play. It is the game designer’s job to make sure the game meets these expectations. Worse still is when the consequences of the player’s actions are so unpredictable...

Game Design: Theory & Practice- P3

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You were one of the first game designers to get your name above the title on the box. game before Pirates! was one of the flight simulator games, and I said to Bill,. And I think a story can tend to get to the point where the designer is having all the fun or at least having a lot of...

Game Design: Theory & Practice- P4

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So we can see that each of the creatures in the game has a special, unique rela- tionship to the mushrooms. A big part of the success of Centipede is how it escalates tension over the length of the game. The game actually has peaks and valleys it creates in which tension esca- lates to an apex and, with the...

Game Design: Theory & Practice- P5

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I would probably not have come up with the idea on my own and if someone else had done the game it would most likely have been totally different. The game changed very little in development from the original idea. Even when we field tested the game for the very first time, I saw a player start a game and...

Game Design: Theory & Practice- P6

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But if the player so chooses, he can skip the entire middle of the game. The player can then continue playing through to the end of the game having never interacted with challenge Y or Z. As a non-linear game, that is the player’s prerogative. meaningful and useful to the player or it is a waste. Designers who think too...

Game Design: Theory & Practice- P7

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Instead, game developers refer to whatever code is used to control the opponents the player battles as artificial intelligence. How the game reacts to the player’s actions is determined by the game’s AI. But at the same time, the game provides a great deal of challenge for the player. The difficult part of creating the AI for a game like...

Game Design: Theory & Practice- P8

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I had written Sorcerer, the second game of the Enchanter trilogy that can be unofficially considered to be Zork V. It was in the same universe as Zork, and as part of writing the game I com- piled the first compendium of Zork history, dates, places, characters, et cetera, by combing through the Zork games and the first Enchanter game,...

Game Design: Theory & Practice- P9

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At the very least the designer must try to allow for different playing styles and levels of inquiry into the story-world, instead of pigeonholing the player into one way of playing the game and exploring its story. l Out-of-Game: This is any storytelling that is done on the computer while the game is running, but when the player is not...

Game Design: Theory & Practice- P10

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For PC games, usually a patch follows shortly thereafter, since the game was never properly finished in the first place. Part of the problem is the shifting technology targets, where programmers must learn about new consoles, operating systems, and 3D accelerator cards for each project, and the fact that so many games feel the need to have a cutting-edge graphics...

Game Design: Theory & Practice- P11

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Balance of the Planet seems to be an extremely educationally oriented game. Balance of Power was about the Vietnam War, and Balance of the Planet was about Earth Day.. Balance of the Planet. Will Wright’s SimEarth came out just shortly after Balance of the Planet. It was certainly more successful than Balance of the Planet, because it was a lot...

Game Design: Theory & Practice- P12

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The player is then able to direct these units against his opponent in a combi- nation of ways. Many of the subsequent RTS titles, both the successes and the failures, copied this general model, dividing the player’s efforts between unit creation, resource exploitation, and strategic unit deployment.. Instead the player is focused entirely on the tactical side of the game,...

Game Design: Theory & Practice- P13

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Many of the documents that have been used for published games and which were written by experienced professionals are truly terrible. By way of example, and in order to best teach you what to avoid, I will explore a few of the different types of horrible design documents, and why they fail so miserably at what they are supposed to...

Game Design: Theory & Practice- P14

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very good, the story lines were kind of arbitrary and contrived, the characters and the plot just didn’t stand up in terms of the kind of story that I would want to see in a movie or a novel.. So with Last Express I wanted to do a game that would have what I saw as the qualities that were...

Game Design: Theory & Practice- P15

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It too simu- lated a sophisticated system and allowed the player to truly control her city’s. A lot of this has to do with the fact that the player of The Sims is. Its very familiarity draws the player in like nothing else can.. What The Sims really provides to the player is a test-bed for safe experimenta- tion. While...