Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity

Author:   Christopher Griffith (Vice President of Technology at Trivie) ,  Christopher Griffith (Vice President of Technology at Trivie)
Publisher:   Taylor & Francis Ltd
ISBN:  

9780240811789


Pages:   340
Publication Date:   21 October 2009
Replaced By:   9780240817682
Format:   Paperback
Availability:   Out of stock   Availability explained


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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity


Overview

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.

Full Product Details

Author:   Christopher Griffith (Vice President of Technology at Trivie) ,  Christopher Griffith (Vice President of Technology at Trivie)
Publisher:   Taylor & Francis Ltd
Imprint:   Focal Press
Dimensions:   Width: 19.00cm , Height: 2.00cm , Length: 23.40cm
Weight:   0.726kg
ISBN:  

9780240811789


ISBN 10:   024081178
Pages:   340
Publication Date:   21 October 2009
Audience:   College/higher education ,  College/higher education ,  Tertiary & Higher Education ,  Tertiary & Higher Education
Replaced By:   9780240817682
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Out of stock   Availability explained

Table of Contents

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

Reviews

Written for programmers familiar with C++, Java or C#, the second edition of this guide to Flash game development is fully updated to cover improvements in Flash technology with timely new sections on developing for mobile platforms. The work covers a variety of game types and provides practical instruction for applying development knowledge to the Flash environment. Numerous code examples and color screen shots are provided and access to additional online content, including additional chapters and sample files, is included with purchase. --References and Research Book News


"""Written for programmers familiar with C++, Java or C#, the second edition of this guide to Flash game development is fully updated to cover improvements in Flash technology with timely new sections on developing for mobile platforms. The work covers a variety of game types and provides practical instruction for applying development knowledge to the Flash environment. Numerous code examples and color screen shots are provided and access to additional online content, including additional chapters and sample files, is included with purchase.""--References and Research Book News"


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