Real-World Flash Game Development - Christopher Griffith

Real-World Flash Game Development

How to Follow Best Practices AND Keep Your Sanity
Buch | Hardcover
432 Seiten
2017 | 2nd edition
Routledge (Verlag)
978-1-138-42749-5 (ISBN)
218,20 inkl. MwSt
Your deadline just got moved up. Your artist has never worked with Flash before. Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into approachable steps. It teaches Flash users the ways to leverage Flash as a game development tool.
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 plus plus, 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.

Christopher Griffith

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

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 189 x 246 mm
Gewicht 453 g
Themenwelt Kunst / Musik / Theater
Mathematik / Informatik Informatik Grafik / Design
ISBN-10 1-138-42749-7 / 1138427497
ISBN-13 978-1-138-42749-5 / 9781138427495
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Schritt für Schritt zu Vektorkunst, Illustration und Screendesign

von Anke Goldbach

Buch | Hardcover (2023)
Rheinwerk (Verlag)
39,90
Die Kreativmaschine. Next Edition

von Martin Poschauko; Thomas Poschauko

Buch | Softcover (2024)
Verlag Hermann Schmidt
40,00