SKU: 76059651981
long sleeve birthday dress

long sleeve birthday dress Ivory flower girl dress with train, Flower girl dress long sleeve, Flo – Colibri Fashion Studio

Sale price$25.63 Regular price$28.48
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Ships within 48 hours · Estimated delivery Oct 8 - Oct 13

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Description

long sleeve birthday dress Ivory flower girl dress with train, Flower girl dress long sleeve, Flo – Colibri Fashion Studio10% SALE FOR THE FIRST ORDER This wonderful long sleeve dress will be the highlight of your event. It is entirely made of satin, embellished with pearls along the neckline and back. The bow puts the image together and successfully completes it. The train is removable. Fastens to the waist with buttons. Color: This dress can be made in light ivory, white, red, black or dusty rose color. I use light ivory, no yellowness. Depending on the supply of

10% SALE FOR THE FIRST ORDER

This wonderful long sleeve dress will be the highlight of your event. It is entirely made of satin, embellished with pearls along the neckline and back. The bow puts the image together and successfully completes it. The train is removable. Fastens to the waist with buttons.


Color:

This dress can be made in light ivory, white, red, black or dusty rose color. I use light ivory, no yellowness.


Depending on the supply of fabrics, shades of the same color may differ slightly. If you order a dress for the same event together with another of my customers, write about it in the comments to the order. I will use the same shade of fabric.

Please check the measurements before placing your order.

MEASUREMENT
Size 1
Height 86cm / 33.8inch
Chest 52cm / 20.5inch
Waist 50cm / 19.6inch

Size 2
Height 92cm / 36.2inch
Chest 54cm / 21.3inch
Waist 51cm / 20inch

Size 3
Height 98cm / 38.5inch
Chest 55cm / 21.7inch
Waist 52cm / 20.5inch

Size 4
Height 104 cm / 41 inches
Chest 57cm / 22.4inch
Waist 54cm / 21.2inch

Size 5
Height 110cm / 43.3inch
Chest 60cm / 23.6inch
Waist 56cm / 21.6inch

Size 6
Height 116cm / 45.6inch
Chest 61cm / 24inch
Waist 58cm / 22.8inch

Size 7
Height 122 cm / 48 inches
Chest 63cm / 24.8inch
Waist 60cm / 23.6inch

Size 8
Height 128cm / 50.4inch
Chest 65cm / 25.6inch
Waist 60cm / 23.6inch

Size 9
Height 134cm / 52.7inch
Chest 67cm / 26.3inch
Waist 62cm / 24.4inch

Size 10
Height 140cm / 55.1inch
Chest 69cm / 27.1inch
Waist 63cm / 24.8inch

Size 11
Height 146cm / 57.5inch
Chest 72cm / 28.3inch
Waist 65cm / 25.6inch

Size 12
Height 152 cm / 60 inches
Chest 75cm / 29.5inch
Waist 67cm / 26.3inch

Please choose the size according to our size chart which is posted in each listing. We can also make a custom size for you. Just choose the size close to your individual measurements and leave them in the notes at checkout please. The buyer is responsible for the measurements and we don't refund/exchange the item if it's made to incorrect measurements. The same is applied to custom order items.

Custom measurements
Please keep in mind that the customer is solely responsible for the measurements that he leaves in the comments to the order. If your event after a while, calculate how your girl can grow up by this time. And write down the measurements considering that the girl will grow up. I do not add to the growth and sew the dress exactly according to the measurements that you wrote in the comments to the order.

Custom size and custom size +
If your girl's measurements are between sizes and you want me to make your order according to individual measurements, please select the "custom size" option.
If your girl's measurements are over 60 inches, chest 32 inches and waist 30 inches please select the "custom size +" option.

Please note that each item is unique and handmade to order. The finished product may slightly differ from the image in the shade of fabrics. Contact me if the shade of the fabric matters to you and the dresses are ordered for one event.

We recommend that you steam the dress on arrival.

Orders placed with free shipping usually arrive within 3-5 weeks. If you want it to be delivered earlier, please select the type of express delivery that suits you when placing your order.

If you have any questions, do not hesitate to contact me!

Import duties, taxes and charges are not included in the item price or shipping charges.
These charges are the buyer's responsibility.
Please check with your country's customs office to determine what these additional costs will be prior to bidding / buying.
These charges are normally collected by the delivering freight (shipping) company or when you pick the item up - do not confuse them for additional shipping charges.

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Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 76059651981

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mohammed
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Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
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Znapp
Waukegan, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
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Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
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Christopher West
Phoenix, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
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Blake Lynch
Natrona Heights, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
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Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025
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Mel
Alexandria, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025

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