Télécharger Kung Fu Strike:The Warrior's Rise 2012 Français Kung Fu

Télécharger Kung Fu Strike:The Warrior's Rise 2012 Français

Télécharger Kung Fu Strike:The Warrior's Rise 2012 Français

Lien de Téléchargement 

Kung Fu Strike : The Warrior's Rise


Description du Fichier 

Kung Fu Strike : The Warrior's Rise est un jeu d'action typé beat-them-all dans lequel le joueur incarne le Général Loh, un guerrier qui se bat pour venger la mort de son père et qui se retrouve à devoir lutter contre diverses faction qui cherchent à prendre le contrôle de la Chine médiévale. Avec ses poings et ses pieds, le kung fu lui sera d'une grande aide et il devra bien réaliser ses combos pour s'en sortir vainqueur.

Editeur : 7sixty
Développeur : Qooc Soft
disponible sur : PC
Genre : Combat
Date de Sortie en France : 24 juil 2012

Nom de la Release : Kung.Fu.Strike.The.Warriors.Rise-TiNYiSO


Hébergeur : MultiSource
Format : ISO
Langue : Français
Région : EURO
Découper avec : WinRar


Nombre et taille des fichiers : 1 X 650 Mo

Total du post : 650 Mo

Informations Complémentaire

Genre : Combat

Taille : 650 Mo

Mot de passe : Aucun
Date de sortie : 2012

Type de fichier : RAR


Lien de Téléchargement 

Kung Fu Strike : The Warrior's Rise




how to create a video game but also show you the behind the scenery

Hello
This topic has a simple goal: how to create a video game but also show you the behind the scenery.


What makes up a video game?
Want to know how to create a video game. Well, but if you do not know what a game is made, you will have a little trouble. : P

To begin with, so let's see what are the elements that make up the games, and then we'll see how to achieve them.

Here we go! smile

The elements

While a game is made of what?

First of all, and it may seem obvious, images. The main character, scenery, objects, animations, weapons ... Many images needed to make a game, whether in 2D or 3D.

Then, a game often contains music. Although they are not mandatory, the music can create a mood. And do not forget the sound effects like footsteps, laser, explosion ... Today, it is unimaginable to find a game without music! : P

Then comes the heart of the game program. This is the part that allows there to be interactions. It is responsible for displaying the images in the right place to move the characters, manage scores, check which key is pressed the player, play the music at the right time to lead NPCs and monsters, and more ... In short, it's a real conductor.

Finally come other information. Indeed, the program needs a lot of files containing information to function. For example in a role play, the program must know the text to display dialogs, the paths of the NPC, the names and roles of objects, attacks and behavior of monsters ...

But that's not all. Many games need a script that you must write. It will also define the gameplay (the principle) of the game If you create a role play or platform, you will also create cities or levels using software and many different images (one image house, a tree image, an image of lamp, etc.). It is not particularly difficult to achieve all this, but it takes time anyway!

Areas

Achieving the things we have seen demand for skills in areas quite varied. So I'll present them briefly, so you know you need to know how to operate a video game.

Computer graphics

Computer graphics is the creation of images using the computer. There are many graphics software, some paid, some free. The three most widely used software are Photoshop (fee), Photofiltre (a free version and a paid version more complete) and GIMP (free).

But there is a specific area of ​​computer graphics that is widely used in the video game: it's pixel art. The pixel art is the creation of images (usually quite small) pixel by pixel. The pixel art does not require the use of powerful graphics software because it uses no particular function: only the color of each pixel into account. Thus, one can very well use Paint to make pixel art.

Here are some links to help you get started in computer graphics, and more specifically in the pixel art:

The graphic design tutorials on the site of Zer0
Graphic design forum Site of Zer0
RetroPixel, a francophone community pixel art


Keep in mind the idea that there is no pixel artist in one day. wink

3D modeling

3D modeling is to create a 3D object using the computer. Just as computer graphics, there are several 3D modeling software. Generally, the choice of enthusiasts is oriented around three software: Blender, which is free but little used in professional circles, 3D Studio Max, who is paying often used in video games professionals, and Maya, who is paying but widely used in the film. Blender is often recommended for beginners.

Just as computer graphics, 3D modeling requires some learning time. Here are some links to get you started in this field:

The Official Start tutorial in 3D with Blender on the Site Zer0
The official tutorial Learn how to model in 3D with Autodesk Maya Site of Zer0
Tutorials 3D modeling on the Site of Zer0
Graphic design forum Site of Zer0
Other forums 3D modeling


Programming

The programming is the implementation of programs. A program is written in a language "translated" and understood by the computer, called a programming language. There are many programming languages, all very different, and each requiring an apprenticeship.

Among the most widely used languages ​​in the field of video games include the C + +, C, Python and Actionscript. The C + + and C, the two programming languages ​​most used in the world, languages ​​are by far the most famous and widely used in video games. The Python has a simple syntax, and it is often recommended for beginners. The Actionscript is the language that creates Flash movies, so it is mostly used to create games playable on the Internet. But there are many others. If you want to find out more, I suggest you take a look at this page which has many languages ​​and their specificities.

To program, we must know how to use a programming language but also libraries, that is to say functions that extend the functionality of programming languages ​​(the latter usually can not display an image on the screen without Using a library).

There are also integrated development solutions that facilitate the creation of video games because they require no programming knowledge. They often provide basic resources: music, sounds and images. With them, you can expect to make a game very quickly. RPG Maker is one of the most popular program that allows you to create role-playing Japanese-style very easily. Game Maker offers for his total freedom, since the user can both make a 3D game than a game online. More recent Game Develop offers roughly the same functionality as Game Maker, except that it is also available on Linux. But there are also many other solutions, more or less specialized in a specific kind of game.

Here are some links to help you get started in programming or in the use of an integrated development solution:

A comparison of development solutions to help you choose the most appropriate way to develop your project
The official tutorial Learn how to program in C! Site Zero
The official tutorial Learn how to program in C + +! Zero on the Site
Tutorial Learning to program with Python on developpez.com
The tutorial Introduction to ActionScript on the Site Zero
Another tutorial for beginners in ActionScript (but with a newer version of ActionScript, version 3)
developpez.com, the largest francophone community IT development
Oneiromancy, the largest francophone community of users of RPG Maker
The CBNA, the largest francophone community of users of Game Maker
The official website of Game Develop


The composition of music

In the field of MAO, there are many software for creating music, called sequencers. They can ask the computer to execute sequences of sound, simulating a guitar, piano, drums ... Some can also create partitions, or to mix tracks. Many sequencers are paid (prices ranging from 200 to 500 €), including those used by professionals, but there are also free.
To make the MAO, you must have appropriate equipment: a powerful computer, a good soundcard and a MIDI keyboard is required!

On Windows, FL Studio (still often called by its old name, FruityLoops) is a renowned sequencer, but it pays to have a free demo that includes lots of features. You can join the Fruity Club, a francophone community of software users to learn more.
Cubase is a family of sequencers for Windows and Mac OS is also highly regarded, especially by its age. Just like FL Studio, Cubase is paying but there is a demo version (limited to 30 days of use). You can get more information on the European Cubase, a francophone community of users of this software.
Apple has also created its own virtual studio for Mac OS: Logic Studio, which is also paid. Cigol is a francophone community of users of this suite.
For those who are not willing to invest in a sequencer, there are alternatives like LMMS, which works equally well on Windows, Mac OS and Linux. You can learn more by visiting his wiki.
Linux, reference must be Ardour, which is free and also available on Mac OS and Solaris. Its operation is different, however: it's not a sequencer, but a multitrack audio editor, that is to say, he creates pieces based on samples, which can also be retouched. LinuxMAO is a very active francophone community that will surely help you.
Less known qu'Ardour, Rosegarden is a very good free music suite for Linux.

I thank Ejis, who helped me during the writing of this paragraph on the MAO.
Other

When creating a video game, one may have to deal with multiple problems, the management team in organizing the project. That is why there are many creative communities of video games, where you can find help, share your experiences and problems. Here are a few:

User Image The Games Creators Network (GCN), which has a very complete wiki
Image Relite user, a very active community
User Image Gamecorp, a relatively new community
Image Gamasutra user, a community that has very good articles, and even received a Webby Award (an award that recognizes the quality on the Internet, according to Wikipedia)
Image Gamedev user, the largest community of video game designers in the world, which is very active and where there are many very comprehensive articles on all areas


Mission impossible?

Now you have an idea of ​​different skills to make a video game.
But then to make a game, I'll have to learn to program, to produce images, composing music, and even to model? Suffice to say that it is impossible to make a video game. o_O

Indeed, as you see, the realization of a video game requires a rather long work. The thing you have to realize is that you can not do everything at once. Perhaps you are already a composer but you can not draw or model. Or that you are an excellent graphic designer, but you do not know anything about programming. So you will have to specialize in one area.

But who will take charge of other areas? If I am a programmer, who will perform the music and images of my game? yikes

Here, there are several solutions. You can use other people to support you, but also use existing work. We'll see later. For now, all you need is that you spécialisiez in a field, using the links that I gave you. smile
Back to top
From a simple idea to the realization
Now I know what I need to make a video game, I start!

Not so fast!
The realization of a game requires above all a pre-production work, that is to say things to make before creating the game itself. We must find an idea, flesh it, and organize tasks. Then and only then you can start the implementation itself.

So let's start to organize ourselves now. smile

Find an idea

The first step when you want to create a video game, it is obviously to find an idea. Which is not always easy, not because of lack of inspiration, but because it is difficult to find a feasible idea. To help, we will see how to find an idea based on your skills.

I will, for example, from the fact that you are a beginner. In this case, I must, above all, to warn you. Be really careful, it is extremely important.
Indeed, beginners often make (or always) an error that does not forgive: embarking on gigantic projects and unachievable given their skills. It really is THE thing to do, which is responsible for the failure of almost all game projects lovers, one that is repeated endlessly, day after day, with new people!

You do not believe me? However, creating a game is very difficult: we must be highly motivated, have much free time to devote to his project, take time to work on the draft, knowing how to manage a team, fix countless bugs, dwelling on details, have the courage to accept that the development does not advance very slowly ... It's an adventure! If you have no experience in creating video games, it does not even bother to hope to achieve an MMORPG, FPS, or even a small RPG: you can not do it.

There is only one thing to do to avoid failure. You must first make a small project. But when I say small, it is very small: I am not speaking of RPG, or even racing games! No, I think more arcade games (Tetris, Breakout) or small 2D platform games. I grant you, it's uninteresting, but first, you, making you realize the many obstacles they encounter in creating a game, and secondly you will make tremendous headway. If you omit this step, I repeat, it is assured the crash. : - °

But I can understand that you prefer to create a game just for fun, and that you are not interested in the prospect of making small interest-free games, having to really work. In this case, go ahead and have fun. You will fail, but at least you had a good time. ^ ^

It is also possible that you already have experience in game design. In this case, you can see more and try for example to perform a role play. You can start with a game that you like, understand its shortcomings and try to improve it.

You can also try to be original and create a new kind of game. We, amateur game developers, we have no-trade constraint. So why not think outside the box? We can try new things, inventing outlandish scenarios, create parodies ... We are free! : Angel:

Before proceeding to the next step, I want to stress again the importance of starting with a small project if you are new to making games! I know, I ramble, but believe me, this is the key to success.

Develop his idea

You have an idea for a game: it's good, but not enough. Now you need to develop your idea. Many people who engage in the design of their play by having only a vague idea of ​​what to do. The problem is that if you do not know at the outset what will be your game, then you must constantly readjust your project to your new ideas. If, for example, in a role play, you began to develop a system for real-time combat and eventually you realize that it should be turn-based, then you just have to all over again! > _ <

So we will prepare a document that will present your game it will be both comprehensive and concise. Basically, it will after reading, anyone who has understood what is your game, its gameplay, its screenplay, which differentiates it from other similar games ... But it must not be overwhelmed by the information: it does not need to know the entire scenario, let alone all the enemies or objects in the game! This document, which is used in professional video game is called Game Design Document, or simply GDD (if you do not want to look foolish, say "Ji Di Di": p).

Uh, I really have to write a GDD?

You'll soon realize that having a GDD is very convenient. For example, if you temporarily stop your project, when you resume, you can simply read your GDD to know what you need to achieve. In addition, if you recruit members, they will be simple to understand what your game alone reading. Finally, writing a GDD is quite free. Indeed, depending on the type of game you want to achieve. If you just want to create a small platform game, it does not bother to take the lead by writing a file of 15 pages: a short document that describes the principle of the game is more than enough. However, if you make an MMORPG, you'll need a much stronger base.

Do not confuse the documentation and the Game Design Document. Documentation is a document that presents your game in its entirety: all objects, all the characteristics of monsters, all dialogs, etc.. The GDD only briefly describe your game may also be useful to write documentation, but it's not the trouble to write at once. You can start to prepare (after your GDD), but surely you will complete as you: it does not all the details of a game in advance.


Let us look at the writing of this famous document.

One of the only items you find in all GDD is the preview of the game Basically, this is a brief description of your game, which has its type, its gameplay, its peculiarities. Say if your game is a FPS or an RPG. If there is an idea, a desire or philosophy (innovate compared to current FPS for example), describe it as.

Then we write often a FAQ. The goal is to answer questions that arise again the reader after reading the presentation. You can specify the platforms on which the game will be playable (Windows, Mac, Linux ...), whether or not to play multiple characters, the license of the game (subject to copyright, Creative Commons, GNU GPL .. .) or the minimum requirements.

Normally, after reading the FAQ and the presentation, the player must understand what your game, and it remains for him to discuss the details. We will now move to the heart of the game: the gameplay. To recap, the gameplay of a game is its principle is its rules. For example in a 2D Mario as Super Mario World, it is to guide a character through levels packed full of obstacles and enemies, with many powers and objects. Obviously, I can not guide you, since everything depends on your game But I can give you some avenues to explore:

Describe the specific aspects to the gameplay of your game if you create a game where the player has complete freedom of action, say so. Similarly if you create a deliberately retro arcade game, or a point and click game particularly difficult.
You can also describe any game modes For example, in a racing game, you can have a mode for tournaments, one for racing and one for free customize vehicles.
You can also give information on possible interactions between the player and his environment. Thus, in a role play, it can be run, take items or talk to an NPC.
It is also possible to describe the controls, that is to say how the player performs actions.


Then you can describe the universe of your game, if it holds an important place. It is equally important in a role play, as it is almost useless in a racing game ... : - °
Obviously you can talk about your game scenario, characters, places and peoples potential. But do not forget the enemies (rank them for brevity), the worlds (usually in a platform game), the main objects ... You decide what to describe. wink

Finally, if they are important, you can talk about the stylistic choices of your project. They concern the graphics and music: the mood and style vary depending on your game example, if you make a survival horror, it is likely that the graphics are dark and the music are murky. However, in a game for children, music will surely be happier, and the graphics have a cartoon style more.

Again, I want you to know that each TDM is different, and there is no "perfect" model. All I have said can vary widely from one project to another. As long as your project is well described but without going into too much detail, you succeeded. Here are a few of GDD projects, so you can get inspired:

The GDD project Viracocha, an A-in 3D RPG in progress and is very complete.
The GDD of Supra-Quest, the draft RPG of Japanese type my ongoing and it is very concise.


Who does what?

It is now time to distribute the tasks necessary to complete your project, and determine who will each. You remember the elements that make up a video game? We'll have that for each of them, you decide who is going to do.

We will assume that I want to achieve a 2D Mario in the style of Super Mario World. I am a programmer, but I do not know absolutely nothing in computer graphics and music. For my project, I did not need resources very original, so why not take the existing ones? So I can search the internet images and original music by Mario. Then comes the program. It's not too ambitious, so I can initially try to realize itself. Then, if I can not do it (and only if I can not do it, that is to say that I tried one before), I can hire a programmer.

Now, suppose I am a modeler and I want to make a FPS. Above all, I must be experienced, otherwise it is not even worth trying. But for such an ambitious project, it will have to find graphic designers and programmers. For music, I can find some that are free of rights, that is to say that I have the right to freely reuse (this Wikipedia article explains that the works are free). They are found especially on Jamendo.

If you need to recruit a team, be patient, we'll talk soon.


The hours of technical choices

Now that you have a clear idea of ​​what will be your game and you have divided the tasks, we must consider the technical side. It will take you to choose how to achieve each element of the game, and this requires technical knowledge. Of course, for that, it'll have you check with your team members in their respective fields: it is the programmer who is best able to make choices about the program, as it is the designer who will be the better able to make choices about the graphics. And if you're the only one to do anything, you should ask someone for help, for example on a forum. You can also ask questions to other game designers, or observe the realization of other amateur game projects.

What you have to understand is that, I can not really help you, since everything depends on your game, and because they are different members of your team who are able to make technical choices. However, I will give you some leads. wink

If you need to compose music, think of the choice of software based on its features and price.

If you are a programmer, think of the libraries you will use in the program (SFML, the SDL?), And if the game is in 3D, the 3D engine to use (Ogre or Irrlicht?).

To make an online game (MMORPG or FPS for example), it will consider funding the server, the type of accommodation to choose from.

You must also choose the programming language to use in the program. The choice of exchange at all depending on your needs. For example if you want the game you realize that works equally well on Linux, Windows and Mac, it would be better to use a laptop as a programming language C + + instead of Visual Basic. Or if you do not like real programming, you can use integrated solutions to help you avoid having to learn any language. But again, there are multiple solutions, and an easy choice.

You can use the comparative development solutions Games Creators Network. It shows the strengths and weaknesses of various development solutions. You choose the one that best suits your project. wink

The realization

Now that you are organized, it is beginning the realization of the game itself.

Where to begin?

You can start by performing any element of the game (although the program remains the most important) as long as you are sure you will do what is useful. Do not start to make the images of a character if you do not know the color of her hair. Do not attempt to make a combat system if you do not know the operation. So remember to think before you act before each step, pass a little time thinking about what will be done, in every detail. You can then fill out the documentation for your game, which I told you about earlier. smile

If you really do not know what elements to achieve in the first place, I can give you a trail followed by many designers: first make a model. This is simply what is commonly called a demo, that is to say a part of your game playable This model should reflect the content of your final, and must therefore understand the main features of your game if you make a strategy game, it will not begin to integrate menus and a tutorial, but rather a campaign that represents well all those available. And the more you advance in the development, the more you add features to your model by going to the main school.

This track is just like any other idea, and I think the programmer on your team (or just members of a forum programming) must be more capable than me to answer these questions. wink
Back to top
Your team: recruit and apply
In most projects, it is not a single person who carries it off, but a team. But between the recruitment of members and entry into an existing team, there is much to do ...

Recruit a team

As we saw earlier, make a game requires great skill. And unless you know everything or do you use existing work, you'll definitely want to recruit. But this is not so easy as it looks. Here are some tips to help you succeed in your recruitment.

Recruit who, where and how?

Before even addressing the technical details of recruitment, I must warn you of what it really means recruiting. Many designers do not know what's involved, namely taking responsibility. When people integrate your team, they are willing to devote much of their free time to your project, and they depend entirely on you! If you fail, much of their work will be worth nothing. Additionally, hire, it is by no means find servants to do all the work for you is to find people able to help you complete a work begun!


So above all, do not systematically recruit, and ask yourself if you really need to recruit! If, as I have suggested, you make a small project, you do not need it. You can, and I've already said, you build on existing resources, and above all try to help yourself. And even if you undertake a major project, there is absolutely no question of recruiting from the beginning a huge team: firstly, start one. You will surely succeed in producing something, but after a while, you will progress more. It was then, and then only you can recruit, that is to say, when you need it! I will return to this later because it is really important.

Once you've determined whether you actually need to recruit, other questions arise: it is about who you recruit, and especially where many people.

It is not very difficult for a normal human being whether he needs a graphic designer or a programmer (at least, if he had followed my advice in the previous section)! : P
But you still have to specify your request. If you make a game in C, do not hire a programmer in Python. If you need a modeler who uses Blender, make sure it uses this software and not another. So from the outset, define exactly who you need. wink

Until then, it's pretty easy. But then, you must choose where you spend your ad (unless you already know a friend or loved one that meets your request).
Precisely how it's done? It places an advertisement on a job search site? : Uh:

Not really, no! : - °
Generally, the creators of video games recruit through creative communities or computer games. These communities have always forums, and often a dedicated recruitment section. The principle is simple: you post a topic in which you detail your ad. Meet any interested in this topic.

But it is also necessary to know these communities. Luckily, there are a lot. Site Zero, has a recruitment section for your projects busy. Developpez.com site, the largest francophone community of developers in IT, has here. And all communities of game creators whom I had spoken earlier also.

The choice of forum where you go post your ad is also very important. For example, if your project is made with RPG Maker (a program that lets you easily create RPG), it may be appropriate to present it on the forum of a community of users of RPG Maker, as Oniromancie. Of course, nothing prevents you also recruit on the Site Zero.

Finally, we will need you to choose how many people recruit. A mistake that beginners often want to hire is a great team. This is not the time to recruit six programmers for a 2D platform game. Manage a team is very difficult, so that beyond ten members, it becomes totally unmanageable.

But why? The more participants, the realization is more rapid, right?

Indeed have many members in his team can go faster, but it also develops a number of disadvantages. Between meetings to organize to ensure that work progresses, the motivation of the team that is highly variable, disagreements and disputes between members, I can tell you that there is work. Also, unless you are, the more the management team is easy. And remember: recruiting means taking responsibility!

To know how many people recruit, assume a minimum, and if you find that the work is not going fast enough, recruit again. smile

A well written ad

In recruitment, the mistake that beginners often and not to write a very attractive presentation. It is necessary that you put yourself in the shoes of one who reads you, and you wondered if after reading your ad it will want to join you.

First, show that your project is mature and thoughtful. On job fairs, we see many projects too little developed. Their creators often have only a vague idea of ​​what they want to achieve. Or they know what they want to but do not know how to do, and ask others to do everything for them by recruiting a large team. Those projects not normally harvested as negative criticism. Why? Because nobody wants to invest in a project which we are not sure of the success. By showing that your project is already at an advanced stage of its realization, you show that your project is likely to succeed. And you also show that you are someone very motivated. wink

So for that we have a good picture of your project, talk about the work already done. Thus, I urge you to show a functional part of your game and playable and screenshots! This is an argument of shock: the reader will understand, seeing that you have already done part of the project, you will not give up along the way. If you try to recruit without having a working prototype, you will not go far ...

It's a little easier said it all. : Colere2:
I understand that you want are recruited only when necessary, and that attracts the reader by showing the work done but it is not always possible! For example, if I just need people to make the graphics of my game, how can I do? I can not show screenshots of a game without graphics!


It does not matter: you try to do without real graphics. Make it with Paint, and although they are very basic, as long as they give an idea of ​​the programming work done, use them. For a 3D game, show other functional parts such as connecting to the network, or a physics engine which is based on very simple shapes (cubes, spheres ...).

Nevertheless, I recognize that it is not always possible to start the realization of itself, and especially when it is not a programmer. The best way is to hire a programmer then among his acquaintances, and where appropriate, to show that pre-production work is really done so.

Besides the game itself, describe the gameplay, story, characters and the originality of your achievement in detail, to show that you actually worked. This is roughly the same work as in the GDD, I urge you to show. A project such as yours, who has a solid base, still has more chance of success a project launched on a whim to tell the reader.

A final point to keep in mind: to show your skills. The more you show that you are experienced, the greater your chance of getting nominations. If you are a programmer, show the languages ​​and libraries you use. If you have already made a game or a small program, report, and give a link to it. If you are a designer or composer, show off your accomplishments.

But that's not enough. If your project is well advanced but you can not present it properly, you may postpone your readers. The objective of your ad is that it explains clearly and quickly what you want to achieve, and if possible it attracts the reader. If you bucking your whole scenario in a long paragraph illegible, I can assure you that you'll scare them away, and he will not even read your pad. : - °

I suggest you start by writing the plan to draft your ad. Start by introducing and presenting your project quickly. It is not necessary that the reader has to look far to realize that your game is an action game. Divide the remaining text into several parts, and highlight the most important elements. The reader, the list of all objects and the names of cities, it has nothing to do. The main thing is to describe the key elements of your gameplay, and the possible uniqueness of your project.

Do not forget to be clear and precise vocabulary to use. When we talk about "online RPG," can refer to several things: both a browser game to download an MMORPG, like World of Warcraft or Dofus. Last tip for the road: avoid mistakes in French, because they discredit. Use a spell checker before you post your ad if needed. wink

With all these tips, you should pass your advertisement. In summary, do not skimp, be clear and concise, and you recruit easily. smile

Enter a team

Enter a team to participate in the realization of others can be a very rewarding experience: moving quickly discover how one creates a game, and of course fun are all reasons to try to join a group. Fortunately, it did nothing difficult.

Overall, you just take the advice I just gave you. You can apply in a matter of recruitment as you can create one. In all cases, this is exhibit your skills and accomplishments. But generally, if you have some experience in your discipline, it is quite easy to find a project that involved. There are many more volunteers than projects without candidates without plans! smile

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Format : EXE
Langue : Français
Découper avec : Aucun
Nom de la Release : Adobe Acrobat Pro 10 (FR-EN-DE)[PC]

Nombre et taille des fichiers 1 X 465 Mo

Total du post : 465 Mo

Adobe Acrobat Pro 10 (FR-EN-DE)[PC]

Télécharger L Age de Glace 4 : La Dérive des Continents - Jeux de l'Arctique

Télécharger L Age de Glace 4 : La Dérive des Continents - Jeux de l'Arctique
Télécharger L Age de Glace 4 : La Dérive des Continents - Jeux de l'Arctique
Informations du fichier
  • Titre du fichier: L Age De Glace 4 : La Dérive Des Continents - Jeux De L'Arctique
  • Type du téléchargement : Jeux Multilien
  • Ajouté par: Squall10
  • Date de mise ligne: 2012-06-27 07:14:49
  • Nombre de téléchargement: 2678 fois
  • Host de téléchargement:
  • Section : Jeux
Informations sur le Téléchargement :

Préparez-vous à affronter un froid polaire dans l’Âge de Glace 4 : La dérive des Continents – Jeux de l’Arctique. Alors qu’un séisme a provoqué la dérive des continents, Manny et ses amis sont contraints d’embarquer sur un iceberg qui devient leur navire de fortune. Durant leur périple, ils rencontrent des pirates totalement loufoques qui détiennent un secret bien gardé: ils possèdent un trésor. Ne sachant pas comment partager équitablement le butin, les deux clans décident à l’unanimité de s’affronter à travers une série d’épreuves sportives des plus hivernales.

Incarnez Manny, Sid, Diego et leurs amis à fourrure. Battez-vous en équipe ou bien affrontez-vous les uns contre les autres dans des compétitions au sang froid : saut à ski, bobsleigh, kayak sur un étang gelé et bien d'autres.
  • Editeur(s) : Behaviour Interactive
  • Dévellopeur(s) : Activision
  • Genre / Type : Party Game
  • Date de sortie : 3ème trimestre 2012
Hébergeur : MultiSource
Région : PAL
Format : ISO
Plateforme : Wii
Langue : Français
Découpé avec : WinRar
Nombre de fichiers : 3 Fichiers
Taille des fichiers : 1024 Mo
Taille totale : 2691 Mo

Total du post: 2691 Mo
Téléchargez L Age de Glace 4 : La Dérive des Continents - Jeux de l'Arctique
 Télécharger : Lien L Age De Glace 4 : La Dérive Des Continents - Jeux De L'Arctique :

SIAP52.part1.rar
SIAP52.part2.rar
SIAP52.part3.rar