Real-World Flash Game Development
How to Follow Best Practices AND Keep Your Sanity
Seiten
2009
Focal Press (Verlag)
978-0-240-81178-9 (ISBN)
Focal Press (Verlag)
978-0-240-81178-9 (ISBN)
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Covers Flash for the everyday developer. 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.
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.
AI to UI - An introduction to game development in Flash terms; You Have to Start Somewhere - the building blocks of Flash games; On the Job - Different use cases for Flash game development; Dev Utopia - Striving for standards and ideals
Erscheint lt. Verlag | 21.10.2009 |
---|---|
Verlagsort | Oxford |
Sprache | englisch |
Maße | 190 x 234 mm |
Gewicht | 726 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
ISBN-10 | 0-240-81178-X / 024081178X |
ISBN-13 | 978-0-240-81178-9 / 9780240811789 |
Zustand | Neuware |
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