Desktop Publishing Books
Related Subjects: Greeting Cards Software
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Used price: $0.01

Great Book, Great CD-ROMReview Date: 2005-02-21
well done Watrall & Herber!Review Date: 2004-11-02
Some Great Stuff-However not what I hoped forReview Date: 2005-08-20
Savvy, indeed!Review Date: 2004-09-24
Author: Evan Watrall and Norbert Herber
Publisher: Sybex
(...)
Web: www.sybex.com
Phone: 510-523-8233
Pro: Easy to understand direct instruction, content progresses quickly
Con: None noted
Rating: 5
Reviewer: Rob LeFebvre
COMPLEX AND FULFILLING
This is the second book I've read by Ethan Watrall, and I have to say I continue to be impressed. Flash MX 2004 (the most unfortunate product name, ever) is a complex, mature program. As the authors state, Flash MX 2004 can be "used to create amazingly complex, interactive products, dynamic and data driven websites and online applications, cartoon serials, online (and offline) games, music videos, music players, instant messengers...the list goes on and on." This book, Flash MX 2004 Savvy, then, takes the reader through the basics of using Flash MX and MX Professional, the new interface, visual techniques for drawing and animation, symbols and text, and runs right on through to more advanced topics, like ActionScript, Audio, Video, and integration with other programs.
MAC-CENTRIC
Now, Ethan Watrall isn't the only author. His co-author, Norbert Herber, is the "mac guy" for the book. Both authors are faculty members at Indiana University. Their writing style is both easy to understand and thorough. As a Mac user, I appreciated the cross platform approach of the text, with key-commands spelled out for both Windows and Macintosh users, along with a variety of Mac screen shots throughout the book.
GET YOUR HANDS DIRTY
Each section of the book (2 - 3 Chapters) ends with a "Hands On" section, where the authors walk the reader through a project that includes the techniques discussed within the content portion of the chapters. (...) Based on scenes and reused graphic symbols, it looks fairly accomplished, I think. The book is full of these kinds of projects, which really helped me feel like I was learning something. Many times, books that are references on a given software application don't impart this same feeling of "getting somewhere."
NOVICE LEVEL
This book is a beginner to novice level guide to Flash MX 2004. It doesn't cover form-based applications, publishing in multiple languages, data binding and web services, nor ActionScript 2.0. As you can see, these are very advanced topics. So, basically,. this book covers anything you really need to know about starting out and actually using Flash. The authors don't spend a lot of time on how to open and save files, or how to manage your computer directory structure. The book progresses fairly swiftly through the first 3 chapters on interface and usage of the basic drawing tools, a topic that I feel gets too much space in many "beginner" books.
MORE THAN JUST A BOOK
An added value to the book is, of course, the CD full of files for use in the Hands On sections, as well as demos of Flash MX 2004 and other Macromedia products. In addition, it has several Bonus chapters, to take your learning further. What surprised me, however, was that the authors ALSO include a web site to go to that enhances learning as well. (...). Finally, the authors provide their personal email addresses, which I find refreshing.
BUY THIS BOOK
I look forward to finishing this book. It's not one I'm going to leave on the shelf for reference; rather, I plan on delving into each content and Hands On section in my own learning of this powerful multimedia tool. I'd recommend this book for anyone starting out their journey towards Flash mastery. It's well written, easy to understand, yet thorough and full of information. It has evenly distributed Macintosh savvy advice, as well as screenshots that look familiar to those that use computers "for the rest of us." Buy this book now!
An excellent kick-start referenceReview Date: 2004-10-05
As a new Flash user but an experienced programmer / Web developer, I had been looking for a good reference to get up and running quickly with Flash MX 2004 Pro. I started with one book that had tedious step-by-step examples and little background into why things are done a certain way. I then bought this book and on almost every page I found myself saying "Oh, THAT'S why!". I gave the other book away.
This book is very well written. It gets to the point quickly and doesn't linger too long on any one subject. The writing style is clear, easy to follow. and even fun to read. The exmaples are practical in that the authors don't assume that you need to see every mouse click and keypress listed as a "step". Each chapter ends with an online site that exemplifies the subject of that chapter - good for inspiration.
This is not an expert book and only covers ActionScript in passing (fine for most beginners). The CD-ROM includes bonus chapters (useful) and "essential" ActionScript examples and references. Since it is not a complete ActionScript reference it's unlikely to make my collection of essential CD-ROMs, however.
If you are getting started with Flash MX 2004 / Pro I highly recommend buying this book first.

Used price: $0.39

Excellent Beginner BookReview Date: 2001-08-28
Good Intro BookReview Date: 2000-10-11
An excellent book for beginners.Review Date: 1999-10-05
Too basicReview Date: 2000-02-09
It would be fine if that was only done in the first chapter, but it seems to go on and on and on. I would have liked a more "hands-on" tutorial where you actually build a web page along with the author, rather than just explaining how all the different functions work.
Worth more than the price I paid!Review Date: 2000-01-28

Used price: $0.34

Almost perfectReview Date: 2007-11-12
It is also hard to find the exercises on the CD that match with the book because they are not organized on the CD in a manner that corresponds with the book. You have to sort of go digging for the exercises on the CD and open the files based on what you're looking at in the book. Not the best way to put so much info on a CD that goes with a book, if you ask me.
This is a good book to learn more advanced Flash concepts but it is probably not the best out there, in my opinion. I really like the books sold on lynda.com and I would recommend those if you are looking for self-paced learning tools.
UnbelievableReview Date: 2006-08-01
When the code in this book isn't completely not working, it kind of works if you trial and error long enough to figure out how it is really suppose to be entered, for example:
I am quoting this code directly from the book, on how to create a movable movie clip
instancename.onPress = function(){
this.startDrag();
}
MX 2004 will always let you know, however, that this is or contains a syntax error. After spending many hours playing the trail and error game, trying to figure out something that should be very simple with the help of an instruction book, I found the correct code was very similar to this
on (press) {
this.startDrag();
}
So more less I am saying this book is worthless unless you have an absorbant amount of time to waste trying to figure out why what they say in this book isnt working.
IndispensableReview Date: 2006-04-14
Macromedia Flash MX 2004 Advanced for Windows and Macintosh Review Date: 2005-09-07
A Good Starting Point For The Already SeasonedReview Date: 2005-06-11

Used price: $0.82

Great book. With video clips tutorilas too, wow!!!!!Review Date: 2003-11-15
3D softwares.
Thanks Mister Lammer and company.
Manuel.
ps.
All the tutorials are easy to fallow
Even for me,with a english as a second lenguage,ji ji..
Manuel.
Fantastic beginner's bookReview Date: 2003-07-04
Awesome BookReview Date: 2003-05-25
I would definately recommend this book to anyone that is on the intermediate or beginner skill level.
Great for someone with absolutely no experience at allReview Date: 2003-08-29
Excellent BookReview Date: 2003-07-21

Used price: $0.01

A MUST for 70-016Review Date: 2002-08-18
Since this book is at intermediate and advance knowledge level, I would recommend readers to have introductory concept first before going on to purchase.
Good book, but becoming outdatedReview Date: 2002-07-09
Don't take the test without this book.Review Date: 2002-03-26
Great study aidReview Date: 2001-12-09
Although this isn't a primer or tutorial type of book, it can also be used to quickly grasp the concepts without a lot of hand-holding. It is a compressed study review with references so you can look up additional information.
Highly recommended.
Don't take the test without this book.Review Date: 2002-03-31
Here is how I did it. Re-read my COM books, and brushed up on COM programming. You will need to know COM very well. Read the Syngress study guide, an OK book but not tough enough. Used the Transcenders to test my knowledge and brush up on those areas in the Transcender tests where I scored poorly. Transcenders are a real help, the questions are very representative. Used Braindump's they can be real good if you are carefull to check the answers. Oh, for the practice test at the end of this book I scored a %64.
I passed with ease on the first try with an 813, passing grade is 534.

Used price: $26.00

Photoshop ArtistryReview Date: 2008-02-25
The perfect photoshop user guideReview Date: 2008-02-11
For Photographers using CS2, Look no FurtherReview Date: 2008-01-24
If you were to only buy one book on Photoshop...Review Date: 2007-09-24
Must Have!Review Date: 2007-10-10

Used price: $1.96

Best Book on Fireworks out thereReview Date: 2002-05-30
Worth every centReview Date: 2002-05-10
Get this book!!Review Date: 2002-05-09
Very niceReview Date: 2004-02-26
http://www.webdevbiz.com/pwf/
This Is The OneReview Date: 2002-09-02
As a web developer, I have to have a working knowledge of many different skills and I readily admit that graphics is not my strongest area. Even when I develop a specific graphics skill, I may not use it again for six months, and well, to use a cliché - lose or use it.
That's why this book is so important to me - I can find the answers to my real-world, and I stress real-world, questions without having to read 5,000 newsgroup posts, browse through 50 other books, or the worst - actually pay a professional to do my graphics work!

Used price: $1.58

So much great infoReview Date: 2008-07-08
Excellent for Sonar Home Studio 4XLReview Date: 2006-10-02
A Must have bookReview Date: 2006-08-07
Indispensible additionReview Date: 2006-03-20
Awesome!Review Date: 2006-03-16

Used price: $21.99

Grab this book to save bandwidth and improve speed!Review Date: 2004-07-18
The bandwidth you will save on a single month will cover the costs of this great reference. Plus, you get a good overview of search engine visibilty.
Shorter html and css at all costs?Review Date: 2005-12-13
The book has six parts.
The first part says that because web users are willing to wait for at most eight seconds and many use a 56.6Kbps modem, web pages should be at most 30KB in size.
The second part lists tricks how to write shorter html.
The third part lists tricks how to write shorter css and javascript.
The fourth part discusses graphics and multimedia optimization.
The fifth part explains methodically how to make your web come up high in search engines.
The sixth part details some server-side tricks for Apache.
Comment
This book concentrates almost exclusively on sending fewer bytes from the server to the browser. It gives a large collection of tricks how to write shorter html, xhtml, css, and javascript. Some of these tricks are useful. Others however go against standards, and some seriously go against maintainability. I'd be reluctant to give this book to my team. One may be tempted into shaving off bytes, spending a big effort and yet producing unmaintainable code. Unless one has a strong sense of relevance, one can be caught up in technical dispersion.
If you want to send fewer bytes, standard gzip-compression is far better than eliminating line-breaks and indentation.
The book does not go into server-side programming. It is oriented towards optimization of static pages.
With this orientation, King makes some bad recommendations. For example, he recommends writing javascript without comments, rather then recommending server-side comments that are not sent to the browser.
The book predates AJAX-like techniques.
Who should read it?
The book is useful for the person that writes the html that will be sent to the browser, if that person has a good sense of relevance.
Best practical web performance optimization guide availableReview Date: 2004-06-09
Michael Czeiszperger
Web Performance, Inc. Stress Testing Software
http://www.webperformanceinc.com
Usually reviews are a good for steering my purchases, this time I ended up way off course.Review Date: 2005-11-23
In today's world, where "standards based" coding is becoming more prevalent and adherance to the W3C standards for HTML coding is being recommended, this book just grated on me. While there is a great deal of great information, there are also a large number of "gotchas" to watch out for as well.
The book proposes to use HTML tags without their corresponding closing tags, not to use required elements whenever possible, avoid using quotes in HTML tags, and many other ways of creating "non-valid" code. This will "optimize" your code a bit more by reducing the characters in it, but it will also create problems for you in the future.
In summary, while the book does give alot of good information, it often steers you away from standard code. If you are unsure what is considered "standard" and required for creating valid XHTML/CSS, you are best served skipping this book as it will teach you to create invalid code. If you know enough about XHTML/CSS to ignore those parts, it's a great book.
A MUST read for every web designer and developer!Review Date: 2004-04-11
When I picked up Speed Up Your Site: Web Site Optimization, an amazing thing happened: I was captivated by the content and the style. Amazing! A first! I found myself reading every word and every line of code, lest I miss some gem hidden within the letters.
Andy King's basic premise is clearly stated: "At current bandwidth-to-CPU speed ratios, bandwidth is the limiting factor." Therefore, optimization of code is vital for a well-received web site.
Sure, that's easy to write, but how do you do it?! The author meticulously goes through many, if not all of the ways code can be streamlined, addressing HTML, XHTML, DHTML, CSS, and even more.
As for style, you can almost hear the author talking; the conversational tone pervades the tome. The book is a delight to read, and the text is peppered with subtle and not-so-subtle humor like "Link to external style sheets site-wide to cache in." Even code snippets are occasionally injected with nostalgia and rib-ticklers. (There is a reference to Burma Shave signs-search the web if you don't know what that is- and even the Emperor with No Close. (sic))
And for those who wonder why all this optimization is important, the author opens with two chapters on the Psychology of Performance, with well-researched excerpts and citations from human factors writings. The forward is even written by usability guru Jakob Nielsen.
There is a companion site (http://www.speedupyoursite.com) that contains all the code along with all the references, chapter summaries, chapter excerpts, color figures, etc. After all, web sites are living documents, and having all this information on a web site allows it to be updated easily.
The only flaw that I found with the book is that there is no accompanying CD. I would love to be able to search the complete text for suggestions and tips that I probably won't remember when I need them-like when I redo my own web sites, a job that I must undertake now that I have read this book.

Used price: $5.96

Not worth your timeReview Date: 2006-07-15
The author spends a lot of time talking about concept art and why its important only to ditch it in production of the model, ditching all of its charisma to create an ugly mess that looks like it was created by someone completely inexperienced.
Most of the textures he creates end up looking very flat and ugly. The black and white printing causes a lot of his points to be lost. The best examples of this are on pages 225 and 226. He shows a demonstration of poorly tiling textures with noticeable seams. However, due to the cheap printing, the wall is just a solid block of grey making the visual aid wholly useless.
If you're completely new to 3D art, there are far worse places you could start. This book has some decent primers initiating readers with certain aspects of various art programs including Photoshop. There's a lot of information here and it's not all useless.
However, if you are planning on getting into 3D art, I would recommend you start out with Milkshape 3D and Psionic3D tutorials. (Google those. Amazon doesn't allow linking last time I checked.) For texturing, 3D Game Textures by Luke Ahearn is a much better resource than this.
If you have any experience in 3D art though, then you can probably skip this book without a second thought. There is likely nothing you couldn't have figured out on your own. The things that are worthwhile for the experienced here are already available in Internet tutorials.
The only thing that would make this book of any value to an experienced artist is the collection of nearly 500 royalty free photos intended for use in your own textures. To some, these are probably worth the price on their own, but they're photos that would be easy for someone to take on their own. Think twice about buying this book.
Very cool, very detailedReview Date: 2005-07-23
liked it a lotReview Date: 2003-07-10
Liked it - but wish it wasn't TrueSpace specificReview Date: 2005-04-20
Every time you make a mistake, especially in undoable operations like Boolean operations, you have to start ALL the way over. :(
I would've preferred that the author used one of the more prevalent programs like Max or Maya - it made the learning curve even tougher, having to first learn TrueSpace before being able to do the tutorials in this book.
As I say - I'm glad I bought it, but it would've been MUCH more helpful to have been able to use a program/demo where I could save what I'm working on.
Lots of info, requires lots of software thoughReview Date: 2003-09-10
But instead of spending too much time repeating what everyone else is saying good about the book, I am going to tell you what I think isn't so good about the book because there are a few not-so-good things about the book you should know before spending half-a-hundred dollars on it. Though, I still give the book 4 stars because it has many more good points than bad.
The most depressing thing is that you really need full versions of all the software programs used to be able to follow along with the book the way you need to in order to learn what your reading. Sure, you get some experience working with a bunch of programs like 3d studio max 5 (very heavily used in 3d game model production) but you don't even do 3d modeling it. Instead, you follow along with the modeling process in TrueSpace 4 or 6. What you'll find REALLY frustrating about that is, unless you have $595.00 to spend on the full, legal copy of version 6.6, you won't be able to save any of your work using the DEMO version that comes with the book! So, you may spend an hour or more modeling your gun, and then have to close the program down and load the model that the author made on the book's CD in order to continue to the UV mapping, texture painting, optimizing and triangulating which is done in 3ds max 5 (of which the demo version is also included on the book's cd-rom). The modeling process could have been done just as easily in 3ds max 5 which is much more powerful than TrueSpace anyways. Why switch between the two programs when one can do both tasks? 3ds max 5 costs an arm and a leg (around $3,105.00), but can do EVERYTHING that TrueSpace & DeepUV combined can do. The full, retail (useable) version of DeepUV costs $795.00.
If you don't believe me about UV mapping for characters in video games using 3ds max, then check out the book "Mastering 3DS MAX 4" which has a section on modeling a character then UV mapping it just like it is done in DeepUV. DeepUV is a complete waist of money if you own a copy of 3ds max 4 or higher.
Now when texturing you use two different programs, Deep Paint 3D 2.0 and Adobe Photoshop 6. Both programs are equally good and equally powerful, though Photoshop is much more popular. I do not understand why he spreads tasks out across the two programs when he could have done just about everything in one program or another without using both programs. Deep Paint 3D 2.1 costs $995.00! Adobe Photoshop 7 costs you about $609.00!
See what I'm getting at? You gotta have a fortune to spend on graphics production software in order to fully and completely follow along with this book and to be able to do ANYTHING productive with the information you've learned after reading the book, especially if you are a game programmer like me who has to make 3d models, then texture them and plug them into a 3d rendering engine.
You can do anything and everything this book covers by having a full version of just two peices of software, Adobe Photoshop 7 and 3ds max 4 or higher. That's it...that's all you need. Buying two 3D modelers, a program for UV mapping, and two texture paint programs is a waist of a whole lotta money. I understand the good it can do because one program can essentially be better at one task than a similar program can, but how many of us hobbiests have over $6099.00 to spend on software to follow in the footsteps of the book author? Not me, certainly.
If the book was designed with the hobbiest or budding superstar in mind then it would have focused all it's attention on production software that doesn't require you to be a zillionare. In fact another software program out there, Jasc Paint Shop Pro 8 can also be used for making game quality textures and 2D sprite art very much like Photoshop 7 or Deep Paint 3D 2.1 but it only costs about $100.00 for the full retail version. And then there's 3D modeling software like Milkshape 3D which is also VERY cheap in comparison to 3ds max, Maya, Lightwave, TrueSpace, Cinema 4DL, etc. And the best thing about Milkshape 3D is that it was made specifically for making game-only 3D models (originally made for the game Half-Life).
Don't get me wrong, I do like a lot of things about this book. The book does a good job of showing you how to use an array of different programs and how to effectively use them for making game art such as 2D textures and 3D models and how to prepare those models for use in a game engine, and it even includes a demo game engine to plug your models into. But just be warned that owning those programs isn't necessary to make quality 2D and 3D artwork for games, but IS required to follow along with the book completely. You can "work around" with the book using the demos that comes with the CD, but don't get too excited because you can't even save your TrueSpace 3D models anyways, so how are you going to get the models into 3ds max 5 for further manipulation and game prep?
Related Subjects: Greeting Cards Software
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