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Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts

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

Wednesday, June 9, 2010

Free 30 day access to Safari GameDev books with Flash, iPhone and Silverlight

Safari Online Books

Safari provides full access to some of the popular game development titles on Safari Books Online free for 30 days.

Books that you can access for free includes books on Flash, Silverlight and iPhone Game development:

Get free books on game development

Thursday, April 29, 2010

Flash GAMM Moscow 2010

Flash GAMM 2010 Moscow

Flash GAMM 2010 Moscow - The Fourth Conference Of Flash Game Developers and Publishers.
The conference is to take place on May 13, 2010 (Thursday), a day before KRI in the International Exhibition Center «Crocus Expo».

Flash GAMM is the meeting on professional flash games development which purpose is to share experience, contacts and ideas.

First of all, this is the meeting for producers, programmers, and game artists, other representatives of game industry and for investors.

Flash GAMM is hours of close intercourse between representatives of different countries and specializations. It is not a conservative conference but the meeting of relaxed format aimed on realization of various talents as well as yours.

Who is it ment for?

  • flash programmers
  • game artists and animators
  • game designers
  • producers
  • distributors
  • investors
  • flash game portals
  • flash ad networks

Participation fee

Standard Registration
If paid before April 21 – 25$
If paid after April 22 – 50$

Premium Registration
If paid before April 21 – 50$
If paid after April 22 – 75$

Corporate Registration for companies
If paid before April 21 – 200$
If paid before April 21 – 400$

More details here...

Tuesday, March 23, 2010

A port of Linux Doom 1.10 to Flash using Adobe Alchemy released

Lets Doom

If you didn't play Doom you lost birth of whole games genre. Mike Walsh posted the source of the Doom Triple Pack and you can download Flash Doom from GitHub.

And if you want to compile Doom with Alchemy you can use Step by step - Instructions for compile alchemy doom

Books on Flash Game Development

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


New book from Steve Fulton and Jeff Fulton. It contains 12 chapters and 13 games to create (some very small, some quite large). They developed their own moderate OOP framework that all of the games use as an outline.
Each game can be compiled in both the Flex SDK (we use Flash Develop) and the Flash IDE (CS3 and beyond). There is virtually no time-line based code (except in chapter 1 and in the chapter 12 IDE preloaer).
The idea was to teach how to make games with pure AS3, bitmaps, sounds, and the drawing API using an OOP method and their own design-pattern created specifically for games.
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 by Christopher Griffith


A crash course on Flash game development.
Writed by Christopher Griffith 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.
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).
ActionScript for Multiplayer Games and Virtual Worlds
ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar


Jobe Makar is a founder of and Chief Game and Virtual World Architect for Electrotank, a company that specializes in online multiplayer game and virtual world development technologies and services.

Jobe has developed over 200 Flash games and 9 virtual worlds over the last 10 years and has authored several books on advanced Flash, ActionScript, and game programming.

ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn:
  • How to connect users to achieve real-time interaction
  • When to make decisions on the server versus the game client
  • Time synchronization techniques
  • How to use dead reckoning smoothing to hide network latency
  • About tile-based games the isometric view
  • Techniques for customizing and rendering avatars in a virtual world


In addition, you’ll learn everything that goes into building:
  • A real-time multiplayer tank battle game
  • A real-time multilayer cooperative game
  • A virtual world