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The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript

The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript

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Description de "The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript"

The Essential Guide to Flash Gamesis a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, AI, blitting, scrolling, and more. What you'll learn Flash/Flex ActionScript 3 game development How to apply object-oriented game development techniques How to solve a wide variety specific Flash game programming problems How to develop a game engine and set of tools that can be reused How to implement ten different games (in styles ranging from retro to modern Flash games) How to optimize various games Who this book is for This book is for intermediate Flash developers, Flash game developers, game developers looking to move to the Flash platform, and experienced web developers who want to learn how to make games. Table of Contents Chapter 1: The Second Game Theory Chapter 2: Creating an AS3 Game Framework Chapter 3: Creating Super Click Part 2: Building Games Chapter 4: Laying the Groundwork for Flak Cannon Chapter 5: Building the Flak Cannon Game Loop Chapter 6: Laying the Groundwork for No Tanks Chapter 7: Creating the Full No Tanks! Game Chapter 8: Creating the Color Drop Casual Puzzle Game Chapter 9: Creating the Dice Battle Puzzle Game Chapter 10: Blit Scrolling in a Tile-Based World Chapter 11: Creating an Optimized Post-Retro Game Chapter 12: Creating a Viral Game: Tunnel Panic

Détails sur le produit

  • Reliure : Paperback
  • 664  pages
  • Dimensions :  3.8cmx19.1cmx22.6cm
  • Poids : 929.9g
  • Editeur :   Friendsofed Paru le
  • ISBN :  1430226145
  • EAN13 :  9781430226147
  • Langue : Anglais

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The Essential Guide to Flash Gamesis a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, AI, blitting, scrolling, and more. What you'll learn Flash/Flex ActionScript 3 game development How to apply object-oriented game development techniques How to solve a wide variety specific Flash game programming problems How to develop a game engine and set of tools that can be reused How to implement ten different games (in styles ranging from retro to modern Flash games) How to optimize various games Who this book is for This book is for intermediate Flash developers, Flash game developers, game developers looking to move to the Flash platform, and experienced web developers who want to learn how to make games. Table of Contents Chapter 1: The Second Game Theory Chapter 2: Creating an AS3 Game Framework Chapter 3: Creating Super Click Part 2: Building Games Chapter 4: Laying the Groundwork for Flak Cannon Chapter 5: Building the Flak Cannon Game Loop Chapter 6: Laying the Groundwork for No Tanks Chapter 7: Creating the Full No Tanks! Game Chapter 8: Creating the Color Drop Casual Puzzle Game Chapter 9: Creating the Dice Battle Puzzle Game Chapter 10: Blit Scrolling in a Tile-Based World Chapter 11: Creating an Optimized Post-Retro Game Chapter 12: Creating a Viral Game: Tunnel Panic