gogogo
Syndetics cover image
Image from Syndetics

Real-world Flash game development [electronic book] : how to follow best practices and keep your sanity / Christopher Griffith.

By: Contributor(s): Material type: TextTextPublication details: Burlington, MA : Focal Press, 2011.Edition: 2nd edDescription: p. cmISBN:
  • 0240817680 (electronic bk.)
  • 9780240817682 (electronic bk.)
Subject(s): Genre/Form: Online resources:
Contents:
Chapter 1: Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: //Comments FTW! Chapter 5: The Least You Can Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make it Move - ActionScript Animation Chapter 8: Turn it Up to 11: Working with Audio Chapter 9: Put the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: Four Letter Words: M-A-T-H Chapter 12: Don't Hit Me: Collision Detection Techniques Chapter 13: Mix Up - A Simple Engine Chapter 14: Bringing It All Together: A Platformer Chapter 15: Marble Runner : Our First Mobile Game Chapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet Game Afterword Online Content: Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games.
Machine generated contents note: Introduction Chapter 1: Getting Started - Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: FTW! - An AS3 Refresher Chapter 5: The Least You Should Ever Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make It Move - ActionScript Animation Chapter 8: Turn It Up to 11 - Working With Audio Chapter 9: Putting the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: M-A-T-H, the Four Letter Word Chapter 12: Don't Hit Me! - Approaches to Collision Detection Chapter 13: MixUp - A Simple Puzzle Engine. Chapter 14: A Platformer - Handling External Assets and Level Creation Chapter 15: Marble Runner - A Mobile Game using the Accelerometer Chapter 16: Air Hockey - A Multi-Touch, Multiplayer Tablet Game Online Appendices Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript for Lovers Appendix D: Using AMFPHP with Games Online Bonus Chapters Don't Play By Yourself - MixUp as a Multiplayer Game Bugs: Squash Em If You've Got Em On Your Guard: Security and Protecting Your Games An Introduction to Mobile Game Development with AIR for Android .
Summary: Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development. The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. * Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization. Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. * Website www.flashgamebook.com offers all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. * WHAT'S NEW in 2nd Edition: adding mobile game development on Android OS, along with host of other updates, revisions. There are 3 new games that author builds from scratch. One uses a popular 3D framework to demonstrate bringing Flash games into the 3rd dimension, while using 2D programming under the hood. The other two game examples focus on deployment to the Android mobile platforms, one for a phone and one for a tablet.
No physical items for this record

Enhanced descriptions from Syndetics:

Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games.nbsp; Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.

Griffithnbsp;covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry.

The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coveragenbsp;with Android platform development for us on phones and tablets. Also coverage ofnbsp;the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.

The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.

Chapter 1: Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: //Comments FTW! Chapter 5: The Least You Can Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make it Move - ActionScript Animation Chapter 8: Turn it Up to 11: Working with Audio Chapter 9: Put the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: Four Letter Words: M-A-T-H Chapter 12: Don't Hit Me: Collision Detection Techniques Chapter 13: Mix Up - A Simple Engine Chapter 14: Bringing It All Together: A Platformer Chapter 15: Marble Runner : Our First Mobile Game Chapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet Game Afterword Online Content: Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games.

Machine generated contents note: Introduction Chapter 1: Getting Started - Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: FTW! - An AS3 Refresher Chapter 5: The Least You Should Ever Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make It Move - ActionScript Animation Chapter 8: Turn It Up to 11 - Working With Audio Chapter 9: Putting the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: M-A-T-H, the Four Letter Word Chapter 12: Don't Hit Me! - Approaches to Collision Detection Chapter 13: MixUp - A Simple Puzzle Engine. Chapter 14: A Platformer - Handling External Assets and Level Creation Chapter 15: Marble Runner - A Mobile Game using the Accelerometer Chapter 16: Air Hockey - A Multi-Touch, Multiplayer Tablet Game Online Appendices Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript for Lovers Appendix D: Using AMFPHP with Games Online Bonus Chapters Don't Play By Yourself - MixUp as a Multiplayer Game Bugs: Squash Em If You've Got Em On Your Guard: Security and Protecting Your Games An Introduction to Mobile Game Development with AIR for Android .

Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development. The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. * Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization. Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. * Website www.flashgamebook.com offers all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas. * WHAT'S NEW in 2nd Edition: adding mobile game development on Android OS, along with host of other updates, revisions. There are 3 new games that author builds from scratch. One uses a popular 3D framework to demonstrate bringing Flash games into the 3rd dimension, while using 2D programming under the hood. The other two game examples focus on deployment to the Android mobile platforms, one for a phone and one for a tablet.

Electronic reproduction. Amsterdam : Elsevier Science & Technology, 2011. Mode of access: World Wide Web. System requirements: Web browser. Title from title screen (viewed on May 10, 2011). Access may be restricted to users at subscribing institutions.

Powered by Koha