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

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

by Christopher Griffith

  • ISBN: 024081178X
  • Category: Web Development and Design
  • Subcategory: Computers
  • Author: Christopher Griffith
  • Language: English
  • Publisher: Focal Press; 1 edition (September 22, 2009)
  • Pages: 352
  • ePub book: 1862 kb
  • Fb2 book: 1749 kb
  • Other: mbr rtf docx lrf
  • Rating: 4.6
  • Votes: 174

Description

This book covers Flash for the everyday developer. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.

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.

does Flash really have a chance? YES! If you look at a very mainstream MMO server like Fox, you will notice that their early deep support for ActionScript now includes Unity3D.

How much, in that context, will Flash skills matter? With pros creating Avatars with Poser, animating with Maya or Blender .

How much, in that context, will Flash skills matter? With pros creating Avatars with Poser, animating with Maya or Blender, and tying the sequences together in Unity. does Flash really have a chance? YES! If you look at a very mainstream MMO server like Fox, you will notice that their early deep support for ActionScript now includes Unity3D. The big CON: if you have ZERO Actionscript experience, this book (like Van der Spuy's advanceED) will have a very steep learning curve, and you'll need to spend a LOT of time on online tutorials, or break down and get Foundation Game Design with ActionScript . or one of the other intro to AS volumes/ courses.

Game development is a strange hybrid of many skills and styles merged . Like anything in life, it will require practice and real-world experience to become proficient in game development

Game development is a strange hybrid of many skills and styles merged together. One can argue that games are the most complicated form of entertainment to create. How to Get the Most Out of This Book This book further assumes either that you have at least intermediate experience with Flash (CS5, ., or an earlier version) as an animation or Web site creation tool, or that you’re entering Flash with game development experience on another platform. Like anything in life, it will require practice and real-world experience to become proficient in game development.

Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith covers real-world scenarios pulled from his own experiences developing games for over 10 years in the industry. 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.

Christopher Griffith. The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want t o use Flash.

Real-World Flash Game Development. How to Follow Best Practices and Keep Your Sanity. Christopher Griffith. Amsterdam, boston, heidelberg, london, new york, oxford paris, san diego, san francisco, singapore, sydney, tokyo. Notices Knowledge and best practice in this field are constantly changing. I'm disappointed to watch Apple take a hard line on Flash. Although this is clearly not an introductory title, it does provide enough contextual information to keep newbies interested

Christopher Griffith. Is it a resource hog? Yeah, most of the time. Although this is clearly not an introductory title, it does provide enough contextual information to keep newbies interested. But the real target audience is semi-seasoned developers who are already familiar with Actionscript and the other toys in the CS3/CS4 toolbox. If you fall into this category, then you'll probably find something illuminating on every page. I was pleased and surprised by the depth of the "coursework" and I consider this title an excellent investment in my personal Flash skill building effort. Скачать (pdf, . 7 Mb) Читать.

Flash Game Development : How to Follow Best Practices and Keep Your Sanity. by Christopher Griffith.

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

Find many great new & used options and get the best deals for Real-World Flash Game Development: How to. .This book helps bridge the gap for coders who may be used to C++, Java, or C and want to move over to Flash

This book helps bridge the gap for coders who may be used to C++, Java, or C and want to move over to Flash. It includes game design templates and pre-written scripts to automate tasks within Flash, and powerful debugging tools for games. It offers concrete, relatable approaches to Flash game development.

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. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development.* 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. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.

Comments

Usanner Usanner
I'm a flash developer. I frequently buy Actionscript 3 and Flash books. This is by far one of the best. Up until I read this book I did not fully understand how to implement custom events. After reading the excellent chapter on custom events I fully understood when and how to implement them. For me, that was much needed. I had googled custom events a few different times to try and find something useful, but nothing was as clear as the chapter on custom events for me.

The quality of the book is very good. The paper feels very nice, and the color pages are very sharp and easy to read.

I'm giving this book 4 stars because I don't think the code examples were edited. There are a few different examples that have some small bugs. It's nothing hard to fix and any flash developer who would be buying this book (it's not a beginners book) should be able to spot and fix the bugs without issue. Still though, a book about programming should not have bugs in the examples - the whole point of a programming book is to teach someone how to code. Programming is not very forgiving to errors ;)

If you are a flash developer who has some experience and is wanting to improve your knowledge with useful (and I mean really useful) techniques, I highly recommend this book. If you are a beginner Actionscript 3 coder who is just starting out I do not recommend this book. You will most likely be confused. However, if you are up to the challenge this is a high quality book with some excellent content.
godlike godlike
I've been working with flash since 1998, and have read several flash game development (fgd) books over the last 6 or so years. This is not to say that I know everything there is to know about Flash -- how could that be possible? Flash is horribly documented and has changed significantly with AS3. I'm looking for a well reasoned, scalable, and (somewhat) reusable approach to fgd. I'd like to know where the logical boundaries are, but enough about me and what I want. This is exactly what this book presents. It's an excellent cross section. The author presents areas where Flash excels at gd and areas you have to watch out for. He presents, and steps through, working code examples to tackle logical issues/scenarios, ie best practices for: hit testing, sound, in game graphics use, xml/dynamic content loading, player control, and at the end of the book, an over all game engine. So a programmer could easily take away any of these items and use them. On many occasions after he's presented a few different scenarios on a topic, he'll talk about the short comings or gotchas of using that particular technique.
Doomblade Doomblade
I am in the process of digging into AS game development and this book has been very helpful in explaining the fundamentals and also steering me in the right direction for best practices, etc. I would recommend this book to anyone that wants to know more about flash game development.
Anyshoun Anyshoun
I create educational games for kids in Flash and have been doing so for 3 years in Actionscript 2. I am slowly making the transition to AS3. I received this book for Christmas yesterday and have proceeded to read through about a third of it so far! I am loving it! I pretty much taught myself to code, so some of the "best practices" listed in this book had been left out of my system. I think this will help me make the most out of my work and take my educational games to a new level. I own almost every book on coding and Flash games there is, and this one is the first that really seems to speak to me where I am. I am at an intermediate level and still learned something new on almost every page! Great Book!
Brazil Brazil
Any book that progress my understanding in the very rich, but complicated, area of computer technology I generally will give good marks to. This book is no exception. I especially liked the overview of key topics such as inheritance, polymorphism, and pass-by-value vs. pass-by-reference.

These, and many other concepts, are important to understand in detail, but having the abbreviate versions comes in handy for rote memorization purposes.

The book allowed me to design a simple game from the code provided, but gave me enough background on the process to expand the game on my own.
Bumand Bumand
This book really works for me for game development. I like the writing. The in depth way the code is handled and explained, well done. thanks
Linn Linn
All you need to know for understanding how to create Flash based games. And if you did many Flash games this book can open your eyes for some productivity. Buy this book if you C/C++ but want to try Flash.