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Nolan doesn't see darkness when he closes his eyes. Instead, he’s transported into the mind of Amara, a girl living in a different world. Nolan’s life in his small Arizona town is full of history tests, family tension, and laundry; his parents think he has epilepsy, judging from his frequent blackouts. Amara’s world is full of magic and danger--she’s a mute servant girl who’s tasked with protecting a renegade princess. Nolan is only an observer in Amara's world--until he learns to control her. At first, Amara is terrified. Then, she's furious. But to keep the princess--and themselves--alive, they'll have to work together and discover the truth behind their connection. A fascinating premise, clearly and compellingly written and imagined by a startlingly original debut writer. Praise for Otherbound FOUR STARRED REVIEWS "Original and compelling; a stunning debut." --Kirkus Reviews, starred review "Numerous plot twists drive the story along, and it’s grounded in worldbuilding that creates a believable, authentic setting. Duyvis makes ingenious use of a fascinating premise." --Publishers Weekly, starred review "While Duyvis’s debut is an exciting take on the fantasy genre, as it alternates between our world and that of the Dunelands, the true strength of the novel is in its positive portrayal of LGBT issues." --School Library Journal, starred review "Fantasy and speculative fiction fans will no doubt enjoy the ride, while authors should take note—this is how you do fantasy in a global world." --The Bulletin of The Center for Children’s Books, starred review "Duyvis creates a humdinger of an adventure that contains the agony of loyalty, the allure of magic, and, most gratifyingly, the element of surprise." --The Horn Book Magazine "Debut author Duyvis has written a nice twist on the classic bodysnatchers theme and keeps the pace moving smoothly, even when jumping between Nolan’s and Amara’s perspectives. Her racially diverse characters struggle with both disabilities and sexual identity, but she keeps her focus solidly on the story and character development so that diversity integrates naturally into both Nolan’s and Amara’s experiences." --Booklist
A thrilling, thought-provoking novel from one of young-adult literature’s boldest new talents. January 29, 2035. That’s the day the comet is scheduled to hit—the big one. Denise and her mother and sister, Iris, have been assigned to a temporary shelter outside their hometown of Amsterdam to wait out the blast, but Iris is nowhere to be found, and at the rate Denise’s drug-addicted mother is going, they’ll never reach the shelter in time. A last-minute meeting leads them to something better than a temporary shelter—a generation ship, scheduled to leave Earth behind to colonize new worlds after the comet hits. But everyone on the ship has been chosen because of their usefulness. Denise is autistic and fears that she’ll never be allowed to stay. Can she obtain a spot before the ship takes flight? What about her mother and sister? When the future of the human race is at stake, whose lives matter most?
One girl and her doppelgangers try to stop the end of the world in this YA sci-fi adventure When Hazel Stanczak was born, an interdimensional rift tore open near her family’s home, which prompted immediate government attention. They soon learned that if Hazel strayed too far, the rift would become volatile and fling things from other dimensions onto their front lawn—or it could swallow up their whole town. As a result, Hazel has never left her small Pennsylvania town, and the government agents garrisoned on her lawn make sure it stays that way. On her sixteenth birthday, though, the rift spins completely out of control. Hazel comes face-to-face with a surprise: a second Hazel. Then another. And another. Three other Hazels from three different dimensions! Now, for the first time, Hazel has to step into the world to learn about her connection to the rift—and how to close it. But is Hazel—even more than one of her—really capable of saving the world?
#1 New York Times bestselling author Lora Leigh has captivated millions with her sizzling tales. Paige Galbraithe has always wondered if the dark, cool and mysterious Abram Mustafa is hiding a wicked side... a side that will allow her to explore the kind of pleasure she has only dreamed of. For Abram, Paige is the only woman he has ever loved. But Abram faces the greatest test of his life when his father kidnaps Paige. With Paige's life now in danger, Abram knows that his plans for escape from the only home he has ever known have become more imperative than ever. And for Paige, with her freedom taken from her, she must learn to trust Abram with more than her fantasies. She must trust him with her life... and her heart.
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes e concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. • Assists the reader in understanding the core-concepts behind a 2D game engine • Guides the reader in building a functional game engine based on these concepts • Lead s the reader in exploring the interplay between technical design and game experience design • Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
Accompanied by annual issue in 1944 and by quarterly cumulative issues beginning in 1945.
Accompanied by annual issue in 1944 and by quarterly cumulative issues beginning in 1945.