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Tuesday, August 31, 2010

The Essential Guide to Flash Games review

The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript
The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript by Jeff Fulton and Steve Fulton



The second game theory – finish your first game and move onto the next.

Last time I almost didn't read books on programming. Only book I read was Colin Moock "Essential ActionScript 3.0 (Essential)" and then just coding and coding...

When you wrote many lines of code you start to try to organize and structure your code, to make it reusable. When you have coding practice this book will help you very much to clear the way to organize your code. And you can coding effectively and use your code with very little changes in making other flash games or projects. If you have coding experience this book will help you to improve your programming skills.

Book teaches you how to make yet another game re-using existing complete game code. Creating game framework (not game engine) started from very simple game, that counts clicks. First you'll just create the game and then create one's game using framework. Total you'll create 11 different game from very simple to complex and develop framework.

Relatively hard to understand information interleaves with simple, that doing study easier. Code reviewed step by step, so you can easily understand logic and follow the process of creating game and developing your own framework.

You'll learn differences between Flash and Flex libraries and know how to build games using both Flash and Flex. You can download source code for both platforms (Flash and Flex) and choose what to use.

This books covers many important topics such:

  • creating game framework with finite state machine
  • bitmap rendering
  • pixel level collision detection
  • working with XML to organize data
  • building tile-based game, creating new levels and AI
  • blit techniques and tile based engine optimization for rendering speed and memory consumption
  • optimizing processor and memory with object pooling and other optimization techniques.

Also reviewed legal aspects of game developing applied to copyrights, trademarks and patents. With simple game example you'll know the golden rule of intellectual property.

You'll go throw all process of game development ending with distributing a viral web game and making money from your viral game with MochiAds.

Thanks to Jeff Fulton and Steve Fulton we have book that every game developer must read. They give to you only real-world examples and tools, so you only need to practice, practice and practice...

Get The Essential Guide to Flash Games:
Building Interactive Entertainment with ActionScript
by Steve Fulton and Jeff Fulton

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