Course: Programming, Apps & Gaming

About this course

Advance your knowledge and use of ActionScript 3 by taking a specific look into Animation and Game Design. Instructed by John Ulliman, this series which is available online and on DVD-ROM, goes step-by-step through the new ActionScript 3 structure and classes. You’ll also get some hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.

Training Solution Breakdown:

  • Intuitive and rewarding online training resources
  • Comprehensive Freephone or email support
  • 24/7 access to training materials
  • Study anytime, anywhere in a world for a flexible learning experience
  • 12 months (one year) unrestricted access
  • Access to online training options
  • Progress reviews & comprehensive assessments to ensure efficient understanding of course content
  • Career advice and CV support once training has been completed

Buy this course today and take control of your career and enhance your prospects.

Flash CS3 ActionScript 3 Animation Breakdown
Chapter 1: THE NEW DISPLAY LIST (64 min)
  • Getting Started
  • Introducing the New Display Hierarchy
  • Working with Display Objects
  • Making a Text Field Object
  • Creating a New Container
  • Using the Shape Class
  • Adding Graphics to the Shape Object
  • Creating an External Class
  • Using the Sprite Class
  • Working with the Movie Clip Class

For more information, contact one of our course advisors

Chapter 2: ANIMATING WITH THE ENTERFRAME EVENT (65 min)
  • Understanding Timeline Animation
  • Using the enterFrame Event
  • Controlling a Nested Movie Clip
  • Using enterFrame with a Sprite
  • Adding Limits to an Animation
  • Animating the X, Y & Rotation Properties
  • Creating Animation in a Class
  • Completing the Class
  • Adding Graphics to a Class
  • Changing Speed Variables
  • Changing a Sprite Class to a Movie Clip
  • Setting Up Another Movie Clip

For more information, contact one of our course advisors

Chapter 3: ANIMATING WITH THE TIMER CLASS (51 min)
  • Introducing the Timer Class
  • Creating a Running Timer
  • Controlling a Running Timer
  • Loading an External Bitmap
  • Creating a Mini Slideshow
  • Using a Timer to Animate
  • Controlling the Animation with Buttons
  • Controlling the Delay

For more information, contact one of our course advisors

Chapter 4: USING COPY & PASTE ANIMATION (84 min)
  • Setting Up Buttons to Go from Black & White to Color
  • Building Custom Buttons Using Movie Clips
  • Add a gotoAndPlay Method to Move a Playhead
  • Adding Frame Labels
  • Setting Up Additional Buttons
  • Adding a Click Event Handler
  • Reusing Click Events
  • Adding “If” Statements
  • Setting Up a Function to Control Visible Properties
  • Adding an “Else If” Statement
  • Using Arrays
  • Using a “For Loop” Structure
  • Using Arrays to Set Up Thumb Clicks
  • Using Arrays to Set Up Thumbnails
  • Final Comments & Credits

For more information, contact one of our course advisors

Chapter 5: USING THE TWEEN CLASS (61 min)
  • Exploring the Document
  • Structuring a Tween
  • Introducing the Easing Class
  • Setting Up Multiple Tweens
  • Looping a Tween
  • Using Tween Events
  • Setting Up a TimerEvent
  • Setting Up a showPhoto Function
  • Setting Up the photoCounter
  • Using the Transition Class

For more information, contact one of our course advisors

Chapter 6: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME (65 min)
  • Setting Up the Moon Lander Animation
  • Understanding Keyboard Response
  • Programming Keyboard Response
  • Adding Vertical Acceleration
  • Adding Horizontal Movement
  • Building the Crash Sequence
  • Setting the Landing Sequence
  • Setting Up Start & Replay Functions

For more information, contact one of our course advisors

Chapter 7: CREATING A SHOOTER GAME WITH MOUSE CONTROL5 (55 min)
  • Creating a Duck Class
  • Using the Duck Class
  • Set Up a Timer Animation to Make More Ducks
  • Incorporating Additional Duck Graphics
  • Adding the Duck-Hit Animation
  • Replacing Cursor Graphics
  • Setting Up the Score
  • Tracking the Score with a Class
  • Adding Sound Effects

For more information, contact one of our course advisors

Chapter 8: USING ARRAYS & CUSTOM CLASSES IN GAMES (75 min)
  • Introducing the Game Layout
  • Drawing the Game Pieces
  • Positioning the Game Pieces
  • Setting Up a Symbol Array
  • Shuffling the Symbols
  • Clicking the Spinners
  • Distinguishing between Clicks
  • Checking for a Match
  • Setting Up the Score
  • Controlling the Spinners with the Class
  • Using Tweens for the Spinners
  • Adding Sound Effects

For more information, contact one of our course advisors

Chapter 9: CREATING A TILE-BASED GAME (96 min)
  • Getting Started with Tile-Based Games
  • Laying Out the Tiles
  • Setting Up Tile Types
  • Clicking the Tiles to Set the Types
  • Adding the Pirate Icon
  • Tracing the Location of the Pirate Icon
  • Completing the Engine & Saving Level Data
  • Building the Game Application
  • Moving the Pirate Character
  • Responding to Map Tiles
  • Moving the Pirate in Different Directions
  • Adding the Player Controls
  • Player Control Functions
  • Setting Up Trigger Tiles
  • Final Comments & Credits

For more information, contact one of our course advisors

Will I need any additional materials?

No other books are necessary for this course.

For more information, contact one of our course advisors

About this course

A must-have for Java developers, this learning library is an extensive collection of practical courses for Java and related technologies. Your team will master Java SE, Java EE, JSP, JSF, Hibernate, Spring and much more.

This library includes over 215 hours of video tutorials.

Training Solution Breakdown:

  • 215+ hours of expert video training by world’s leading experts
  • Step-by-step instruction by Java development experts
  • 24/7 access to training materials
  • Study anytime, anywhere in a world for a flexible learning experience
  • 12 months (one year) unrestricted access
  • Hands-on lab exercises with most courses
  • Progress reviews & comprehensive assessments to ensure efficient understanding of course content
  • Career advice and CV support once training has been completed

Buy this course today and take control of your career and enhance your prospects.

The Java Development Breakdown
Course Outline
  • JSON: Syntax, Arrays, and Nested JSON Data
  • jQuery: Data and Interactions
  • jQuery: Debugging and Graphics
  • jQuery: UI Using Visual Studio 2012
  • jQuery: UI Using HTML5
  • Object Oriented Programming
  • JavaScript 1.8: Objects Constructors
  • JavaScript 1.8: Functions
  • JavaScript 1.8: Objects, Arrays, and Expressions
  • jQuery: Events
  • jQuery: DOM
  • jQuery: Selectors
  • jQuery: Fundamentals
  • JavaScript 1.8: Fundamentals
  • Java EE: Web Development Using Spring 3.0
  • Java EE Programming: Ajax with Spring 3.0
  • Java EE: Integrating Hibernate & Spring 3.0
  • Java EE Programming: Hibernate
  • Java EE Programming: Spring 3.0
  • Java EE: JAX-WS Web Service Controls
  • Java EE Programming: JAX-WS Web Services
  • Java EE: AJAX with DWR, DOJO, and Security
  • Java EE Programming: AJAX Fundamentals
  • Java SE: XML, Security, and JUnit
  • Java EE: EJB 3.0 in the Enterprise
  • Java EE: EJB 3.0 and JPA
  • Java EE: Servlets, JSP, Security, and JS Faces
  • Java EE: Servlets and JSP Fundamentals
  • Java SE: JDBC, Reflections, and Threading
  • Java SE: Inheritance, Interfaces, and Collections
  • Java SE: Objects, Classes, and Constructors
  • J2SE 1.4: Java Web Development
  • J2SE 1.4: Java Fundamentals

For more information, contact one of our course advisors

Will I need any additional materials?

No other books are necessary for this course.

For more information, contact one of our course advisors

What is an MCSD Qualification?

Programming is a process that begins with the conception of a new programme and runs all the way through to the final release of an .exe file; programmers identify computer problems or needs and go through the creation process to release a final application to meet a consumer or business demands. The purpose of programming is to find a sequence of instructions that will automate a specific task or solve a given problem by writing these instructions in to source code. This source code is written in one or more programming languages (such as C++, C#, Java, Python, Smalltalk, JavaScript, etc.)

A qualification in programming is ideal for those with a meticulous eye and a keen interest in problem solving, those with the correct characteristics will be able to thrive in a popular and demanding sector that can be both lucrative and exciting. Earning a Microsoft qualification in programming will allow you to highlight your skills as a programmer and will underline your adept abilities with a variety of core programming languages.

Areas of Expertise


  • Introductory – Introductory Pack (MTA): Available for a number of languages, from software and game
    development to web and HTML development.

  • Advanced – Microsoft Certified Solutions Developer (MCSD): Available in a number of languages and
    variants, mainly Windows Store Apps and Web Applications.

Training Solution Breakdown:

  • Intuitive and rewarding online training resources
  • Official Microsoft Exams
  • Comprehensive Freephone or email support
  • 24/7 access to training materials
  • Study anytime, anywhere in a world for a flexible learning experience
  • Full mock examinations to fully prepare you for any final exam
  • 12 months (one year) unrestricted access
  • Access to online or classroom training options
  • Progress reviews & comprehensive assessments to ensure efficient understanding of course content
  • Career advice and CV support once training has been completed
MCSD Breakdown

Click below to expand the areas and see more information:

MCSD: Windows Store Apps
  • Programming in HTML5 with JavaScript and CSS3 - Exam: 70-480
  • Essentials of Developing Windows Store Apps Using HTML5 and JavaScript - Exam: 70-481
  • Advanced Windows Store App Development Using HTML5 and JavaScript - Exam: 70-482

Get your MCSD: Windows Store Apps Using C#

  • Programming in C# - Exam: 70-483
  • Essentials of Developing Windows Store Apps Using C# - Exam: 70-484
  • Advanced Windows Store App Development Using C# - Exam: 70-485

For more information, contact one of our course advisors

MCSD: Web Applications
  • Programming in HTML5 with JavaScript and CSS3 - Exam: 70-480
  • Developing ASP.NET MVC Web Applications - Exam: 70-486
  • Developing Microsoft Azure and Web Services - Exam: 70-487

For more information, contact one of our course advisors

MCSD: SharePoint Applications
  • Programming in HTML5 with JavaScript and CSS3 - Exam: 70-480
  • Developing ASP.NET MVC Web Applications - Exam: 70-486
  • Developing Microsoft SharePoint Server 2013 Core Solutions - Exam: 70-488
  • Developing Microsoft SharePoint Server 2013 Advanced Solutions - Exam: 70-489

For more information, contact one of our course advisors

MCSD: Azure Solutions Architect
  • Developing Microsoft Azure Solutions - Exam: 70-532
  • Implementing Microsoft Azure Infrastructure Solutions - Exam: 70-533
  • Architecting Microsoft Azure Solutions - Exam: 70-534

For more information, contact one of our course advisors

MCSD: Application Lifecycle Management
  • Administering Microsoft Visual Studio Team Foundation Server - Exam: 70-496
  • Software Testing with Visual Studio - Exam: 70-497
  • Delivering Continuous Value with Visual Studio Application Lifecycle Management - Exam: 70-498

For more information, contact one of our course advisors

Job Role

Earning an MCSD qualification will ensure that you qualify for a number of lucrative positions within programming, with MCSD certified employees earning an average of £52,200.

The jobs that you will be qualified for are as follows:

  • Developer
  • .NET Developer
  • Consultant
  • C# Developer
  • Software Developer
  • Architect

For more information, contact one of our course advisors

About this course

In the beginners Unity3D Game Development course, expert author Robert Wiebe introduces you to the fundamentals you need to build 3D games using the Unity3D engine. You will explore the interface, how to use objects. Robert teaches you how import assets, apply physics to objects and create basic Boo, JavaScript and C# scripts. Through this and the advanced course, you will be building an actual game – Coconut Hut, which allows you to apply what you are learning in a realistic fashion. The beginner’s course ends with chapters on rendering and building the game for distribution.

The advanced game development course amps up the volume by jumping right into the multi-player gaming features Unity has to offer. You will add a chat system, implement LAN and Network features, add avatar skinning, and cover the Social API. Robert teaches you how to implement iOS Game Center specific features such as the leaderboard and achievements. You will also learn how to monetize your game with in-app purchases.

Learning Outcome

Once you have completed both of these video based training courses for Unity3D Game Development, you will have a clear and in-depth understanding of how to create your own killer games using this popular 3D engine. You will also have the experience of applying what you have learned to a real game, as you work on the same one throughout both of these courses. Working files are included, allowing you to follow along with the author throughout the lessons.

Training Solution Breakdown:

  • Jump to and from lessons – learn at your own pace
  • Comprehensive Freephone or email support
  • 24/7 access to training materials
  • Study anytime, anywhere in a world for a flexible learning experience
  • 12 months (one year) unrestricted access
  • Progress reviews & comprehensive assessments to ensure efficient understanding of course content
  • Career advice and CV support once training has been completed

Buy this course today and take control of your career and enhance your prospects.

Unity3D Breakdown
Learning Game Development With Unity 3D
  • 00. Free Videos - Learning Game Development With Unity 3D

  • 01. Learning Game Development With Unity 3D - Introduction

    • 0101 What Is Unity And Who Uses It?
    • 0102 What You Should Expect From This Video Series
    • 0103 3D Modelling And Image Editing In This Series
  • 02. Learning Game Development With Unity 3D - Using The Interface

    • 0201 Creating A New Unity Project
    • 0202 Layouts, Panes And Tabs
    • 0203 Scene
    • 0204 Hierarchy
    • 0205 Project
    • 0206 Inspector
    • 0207 Game
    • 0208 Other
  • 03. Learning Game Development With Unity 3D - Manipulating Objects

    • 0301 Selecting
    • 0302 Moving
    • 0303 Rotating
    • 0304 Scaling
    • 0305 Snapping
    • 0306 Parenting
  • 04. Learning Game Development With Unity 3D - Importing And Exporting Assets

    • 0401 Types Of Assets - Part 1
    • 0402 Types Of Assets - Part 2
    • 0403 Importing 3D Models
    • 0404 Importing Audio
    • 0405 Importing Textures - Part 1
    • 0406 Importing Textures - Part 2
    • 0407 Importing Scripts
    • 0408 Asset Packages
  • 05. Learning Game Development With Unity 3D - Setting The Scene

    • 0501 Adding Components To A Game Object
    • 0502 Realistic Terrain
    • 0503 The Scene Border
    • 0504 Catch All Zone - Part 1
    • 0505 Catch All Zone - Part 2
    • 0506 Catch All Zone - Part 3
    • 0507 Catch All Zone - Part 4
  • 06. Learning Game Development With Unity 3D - Physics

    • 0601 Rigid Bodies And Colliders - Part 1
    • 0602 Rigid Bodies And Colliders - Part 2
    • 0603 Physics Material
    • 0604 Cloth - Part 1
    • 0605 Cloth - Part 2
    • 0606 Rag Doll
  • 07. Learning Game Development With Unity 3D - Combining Assets

    • 0701 Texture Atlases
    • 0702 Materials
    • 0703 3D Modelling Programs
    • 0704 Prefabs
  • 08. Learning Game Development With Unity 3D - Populating The Scene

    • 0801 Adding Meshes
    • 0802 Marking Meshes As Static
  • 09. Learning Game Development With Unity 3D - Behaviour Scripting

    • 0901 Languages - Part 1
    • 0902 Languages - Part 2
    • 0903 Languages - Part 3
    • 0904 Game Objects
    • 0905 Procedural Object Instantiation - Part 1
    • 0906 Procedural Object Instantiation - Part 2
    • 0907 Pickup And Scoring - Part 1
    • 0908 Pickup And Scoring - Part 2
    • 0909 Pickup And Scoring - Part 3
    • 0910 Pickup And Scoring - Part 4
  • 10. Learning Game Development With Unity 3D - Culling

    • 1001 Camera Culling
    • 1002 Distance Culling
    • 1003 Occlusion Culling
  • 11. Learning Game Development With Unity 3D - Animation

    • 1101 Procedural Animation
    • 1102 Unity Animation
    • 1103 Procedural Character Animation - Part 1
    • 1104 Procedural Character Animation - Part 2
    • 1105 Procedural Character Animation - Part 3
    • 1106 Mecanim Character Animation - Part 1
    • 1107 Mecanim Character Animation - Part 2
    • 1108 Mecanim Character Animation - Part 3
    • 1108 Mecanim Character Animation - Part 4
  • 12. Learning Game Development With Unity 3D - Let There Be Light

    • 1201 Render Settings Ambient Light
    • 1202 Sun And Moon Directional Light
    • 1203 Point Light And Local Illumination
    • 1204 Fixing Lighting Bugs
    • 1205 Spot Light - Part 1
    • 1206 Spot Light - Part 2
    • 1207 Emissive Material
    • 1208 Baking The Light Map
  • 13. Learning Game Development With Unity 3D - GUI

    • 1301 Unity GUI - Part 1
    • 1302 Unity GUI - Part 2
    • 1303 Third Party GUI
    • 1304 GUI Directions
  • 14. Learning Game Development With Unity 3D - Final Touches

    • 1401 Cross Platform Settings
    • 1402 Resolution And Presentation
    • 1403 Game Icon
    • 1404 Game Splash Image
    • 1405 Other Settings
    • 1406 Building Standalone Apps For Mac, Windows, And Linux
  • 15. Learning Game Development With Unity 3D - About The Author

    • 1501 About Robert Weibe

For more information, contact one of our course advisors

Advanced Unity 3D Game Development
  • 00. Free Videos - Advanced Unity 3D Game Development

  • 01. Advanced Unity 3D Game Development - Introduction

    • 0101 Welcome to Unity 4
    • 0102 What You Should Expect From The Video
    • 0103 What You Need For This Series
  • 02. Advanced Unity 3D Game Development - The Basics - Examining Coconut Hut Single Player

    • 0201 Windows Versus Tabbed Views
    • 0202 Window Extras
    • 0203 Unity Pro Views
    • 0204 Creating Custom Layouts
    • 0205 Rotating
    • 0206 Snapping
    • 0207 Parenting
  • 03. Advanced Unity 3D Game Development - Internet Based Multi-Player Network Gaming

    • 0301 Testing On The Unity Master Server
    • 0302 Running Your Own Master Server
    • 0303 Using PHP To Manage A Master Server
    • 0304 Hosting A Game And Registering With Your Master Server - Part 1
    • 0305 Hosting A Game And Registering With Your Master Server - Part 2
    • 0306 Joining A Hosted Game
  • 04. Advanced Unity 3D Game Development - LAN Based Multi-Player Network Gaming

    • 0401 .NET Sockets
    • 0402 Implementing Master Server Semantics
    • 0403 Hosting A Game And Registering With The LAN
    • 0404 Joining A LAN-Hosted Game
    • 0405 Issues With NAT And Multi-Player Network Gaming
    • 0406 Issues With LAN And Multi-Player Network Gaming
  • 05. Advanced Unity 3D Game Development - General Multi-Player Network Design Decisions

    • 0501 Chat Room Lobby - Dropping In And Out
    • 0502 Who Owns The Physics
    • 0503 Who Owns The Status
    • 0504 How To Deal With Compromises And Imperfections
  • 06. Advanced Unity 3D Game Development - Basic Communication Between Players

    • 0601 Entering Chat Messages
    • 0602 Sending Chat Messages
    • 0603 Displaying Chat Messages
    • 0604 Aging Off And Fading Out Chat Messages
    • 0605 Network Traffic Logging And Debugging
  • 07. Advanced Unity 3D Game Development - Main Character Avatar

    • 0701 Network Instantiation - Part 1
    • 0702 Network Instantiation - Part 2
    • 0703 Changing The Avatar Skin - Part 1
    • 0704 Changing The Avatar Skin - Part 2
    • 0705 Changing The Avatar Skin - Part 3
    • 0706 Changing The Avatar Mesh - Part 1
    • 0707 Changing The Avatar Mesh - Part 2
    • 0708 Synchronizing Animation - Part 1
    • 0709 Synchronizing Animation - Part 2
  • 08. Advanced Unity 3D Game Development - Pickups And Drops

    • 0801 Network Instantiation - Part 1
    • 0802 Network Instantiation - Part 2
    • 0803 Synchronizing Pickup
    • 0804 Synchronizing Drop
    • 0805 Synchronizing Explosions - Part 1
    • 0806 Synchronizing Explosions - Part 2
    • 0807 Synchronizing Health And Scoring - Part 1
    • 0808 Synchronizing Health And Scoring - Part 2
  • 09. Advanced Unity 3D Game Development - The Social API

    • 0901 Profiles - Part 1
    • 0902 Profiles - Part 2
    • 0903 Achievements
    • 0904 Score
    • 0905 Leaderboard
    • 0906 iOS Game-Center Extras
  • 10. Advanced Unity 3D Game Development - Native Code Plug-Ins

    • 1001 Plug-In Architecture
    • 1002 Desktop And Mobile Plug-In Comparison - Part 1
    • 1003 Desktop And Mobile Plug-In Comparison - Part 2
    • 1004 In App Purchase - Items Or Credits
    • 1005 In App Purchase For iOS
  • 11. Advanced Unity 3D Game Development - Server Based Games

    • 1101 Using A Unity Instance - Part 1
    • 1102 Using A Unity Instance - Part 2
    • 1103 Using Photon
    • 1104 Using Smart Fox
  • 12. Advanced Unity 3D Game Development - Wrap-Up

    • 1201 Final Thoughts
  • 13. Advanced Unity 3D Game Development - About The Author

    • 1301 About Robert Wiebe

For more information, contact one of our course advisors

Will I need any additional materials?

No other books are necessary for this course.

For more information, contact one of our course advisors

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