Real-World Flash Game Development
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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity

Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity


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About the Book

This book 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 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.

Table of Contents:
At-A-Glance Table of Contents Introduction 1. Part 1 - AI to UI - An introduction to game development in Flash terms 1.1. The Best Tool For the Job - The Flash IDE: What it's good at and what it isn't. 1.2. I'm Just a State Machine - Singletons, tile-mapping, and all the other programming and game development lingo you learned if you were a Computer Science major 1.3. A Flow is Worth a Thousand Aspirin? How to quickly design a good user experience on a single sheet of paper 2. Part 2 - You Have to Start Somewhere - the building blocks of Flash games 2.1. Managing Your Assets - The best ways to organize and keep track of all the assets in your game 2.1.1. Graphics and animation 2.1.2. Audio 2.1.3. Video 2.1.4. Text, XML, and other dynamic content 2.2. Four Letter Words: M-A-T-H - the basic math you'll need to know to make games 2.3. // FTW! - Best practices when you start to code 2.3.1. I Always Wanted to Be an Architect - the models that work the best for game development 2.3.2. If's, For's, and But's - the core components of game logic 2.3.3. Don't Hit Me - collision detection; what works best and what's overkill 2.3.4. Keep Your Comments to Everyone Else - good ways to make your files easy to approach or come back to later 2.3.5. ActionScript Idiosyncracies - Flash does some quirky things sometimes, but if you're on your game, it won't interfere with anyone else's. 3. Part 3 - On the Job - Different use cases for Flash game development 3.1. We've All Been There - When it just has to be good enough; practical approaches to common issues that arise before, during, and after development. 3.2. The One-Off - Tips on getting those nightmare projects out the door as quickly and cleanly as possible 3.3. Start Your Engines - Sometimes a little extra code goes a long way down the road 3.4. Re-skinning: The Great Myth? - How to truly make a game art-swappable 3.5. Bug Hunt - Debugging inside and outside of Flash 3.6. On Your Guard - security issues, hackers, and ways to deal with them 3.7. Have Your Files Put on Weight? - optimizing graphics and code for performance and file size 4. Part 4 - Dev Utopia - Striving for standards and ideals 4.1. It's in the Details - Making games fun 4.2. Didn't Your Mama Teach You to Share? - Working with a team and a shared repository of code and resources 4.3. JSFL is JavaScript For Lovers - How some simple scripts can make Flash into a better game dev environment 4.4. Bejeweled's Been Done - Knock-offs have their place, but original ideas are pure gold; some words of inspiration

Review :
"Written for programmers familiar with C++, Java or C#, the second edition of this guide to Flash game development is fully updated to cover improvements in Flash technology with timely new sections on developing for mobile platforms. The work covers a variety of game types and provides practical instruction for applying development knowledge to the Flash environment. Numerous code examples and color screen shots are provided and access to additional online content, including additional chapters and sample files, is included with purchase."--References and Research Book News


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Product Details
  • ISBN-13: 9781136137020
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Routledge
  • Language: English
  • No of Pages: 336
  • ISBN-10: 1136137025
  • Publisher Date: 12 Nov 2012
  • Binding: Digital (delivered electronically)
  • No of Pages: 336
  • Sub Title: How to Follow Best Practices AND Keep Your Sanity


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