Macromedia Flash MX Game Design Demystified: The Official Guide to Creating Games with Flash
Author: Jobe Makar
So you wanna be a hotshot game designer? Well, if you have a basic grasp of Macromedia Flash MX, you can. Unafraid to tackle some of the more complicated aspects of game creation (including physics and trigonometry!), this comprehensive reference covers it all. Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and more. Then it gets down to the real business of building simple games. You'll tackle simple-logic and quiz games before moving on to multiplayer and complex-logic games (chess, for example)--learning about importing 3-D graphics, adding sound effects, and licensing your games in the process. The book's companion CD includes the source files for a number of games as well as the tutorials and lessons that go along with the book and XML server software to facilitate multiplayer games. If you're tired of the games that you have and want to make your own action, this book offers comprehensive coverage of sophisticated techniques--but put in easy-to-grasp, practical terms.
Booknews
Written for developers familiar with Flash, this guide explains techniques for automating, repeating, and governing the actions of games. The first half of the book describes collision detection and reactions, tile-based worlds, artificial intelligence algorithms, graphics and sound, while the second half walks through the ActionScript code and functions of six sample games. The CD-ROM contains example files and a trial version of Flash MX. Annotation c. Book News, Inc., Portland, OR
Table of Contents:
Introduction | ||
Pt. 1 | Getting Started | |
Ch. 1 | First Steps | 3 |
Ch. 2 | The Plan: From Idea to Design | 17 |
Pt. 2 | Examining the Nuts and Bolts | |
Ch. 3 | Trigonometry 101 | 33 |
Ch. 4 | Basic Physics | 57 |
Ch. 5 | Collision Detection | 83 |
Ch. 6 | Collision Reactions | 135 |
Ch. 7 | Tile-Based Worlds | 161 |
Ch. 8 | The Isometric Worldview | 189 |
Ch. 9 | Artificial Intelligence | 227 |
Ch. 10 | Using a High Score List | 261 |
Ch. 11 | Graphics in Games | 273 |
Ch. 12 | The Sound of Games | 321 |
Ch. 13 | Dissecting a Chat | 349 |
Pt. 3 | The Games | |
Ch. 14 | Word Search | 375 |
Ch. 15 | Ice World: A Platform Game | 401 |
Ch. 16 | Pinball | 437 |
Ch. 17 | Tic-Tac-Toe: Your First Multiplayer Game | 459 |
Ch. 18 | 9-Ball | 475 |
Ch. 19 | Don't Fall! | 503 |
App. A: Protecting Your Games | 525 | |
App. B: Multiuser Servers | 535 | |
App. C | The ElectroServerAS Object | 553 |
App. D: XML Basics in Flash | 577 | |
App. E: Developer Resources | 591 | |
App. F: Other Games | 601 | |
Index | 605 |
New Perspectives on JavaScript, Comprehensive
Author: Partrick Carey
This book uses a practical, step-by-step approach to provide comprehensive instruction on basic to advanced JavaScript concepts.
No comments:
Post a Comment