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

ISBN-13: 978-0240811789 ISBN-10: 024081178X Edition: 1st

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Product Details

  • Paperback: 352 pages
  • Publisher: Focal Press; 1 edition (September 8, 2009)
  • Language: English
  • ISBN-10: 024081178X
  • ISBN-13: 978-0240811789
  • Product Dimensions: 9.1 x 7.5 x 0.8 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (32 customer reviews)
  • Amazon Best Sellers Rank: #1,088,067 in Books (See Top 100 in Books)

Editorial Reviews

Review

"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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Customer Reviews

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He builds a progression of concepts towards a finished game.
Harold G. Meeks Jr.
Any book that progress my understanding in the very rich, but complicated, area of computer technology I generally will give good marks to.
William R. Pope
I would recommend this book to anyone that wants to know more about flash game development.
Timothy Layton

Most Helpful Customer Reviews

15 of 16 people found the following review helpful By Spud on November 30, 2009
Format: Paperback
You should have some Actionscript 3.0 experience before you dig into this book. The user level on the back of the book says intermediate to advanced and they mean it! You will also need CS4 to be able to open the downloadable files. I could not open them on my CS3 machine.

This book covers a lot of topics I have not found in other AS books. Some examples are event propagation, dispatching events, E4X, getter/setter methods and protected variables. The chapters are very intense and delve more deeply into the workings of AS 3.0. If you want to know how and why Actionscript does what it does this is the book for you.

Real World also directs you to adopt best practices. This should keep you from developing bad habits and allow you to author modular code that could be easily modified.

The final game in the book is a platform game. You can learn how to load external SWFs containing the game's assets at runtime. This concept is very different from other game tutorials I have worked with.

I would recommend Actionscipt 3.0 Game Programming University if you haven't done any game programming. It has a much gentler approach to game programming.

Real World Flash Game Development should be an important addition to every game developer's bookshelf.
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4 of 4 people found the following review helpful By Richard Staats VINE VOICE on March 16, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
This book is part of the Focal Press series on game design.

The book is well organized. Author Christopher Griffith begins by talking about computer game design in general and then hones in on Flash game development. The sections build on each other. He starts with simple concepts and program segments that you will probably use in every game you design and then works to more complex topics.

Christopher Griffith includes code snippets through the book and there is a generous collection of examples and a faux tutorial on the associated WWW site.

One note of caution! This is not a book for an absolute beginner in either Flash programming or game design.

The author adds some caveats. I found myself re-reading sections of the book several times for understanding.

Also, to get the most out of the book, you need the most recent version of Macromedia Flash.

If you have been working with Flash and Action Script and you are looking to expand and try your hand at game design then this book would be an excellent first step in that direction.

In service,

Rich
[...].
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4 of 4 people found the following review helpful By B. Schneider on December 5, 2009
Format: Paperback Verified Purchase
I've been working with flash since 1998, and have read several flash game development (fgd) books over the last 6 or so years. This is not to say that I know everything there is to know about Flash -- how could that be possible? Flash is horribly documented and has changed significantly with AS3. I'm looking for a well reasoned, scalable, and (somewhat) reusable approach to fgd. I'd like to know where the logical boundaries are, but enough about me and what I want. This is exactly what this book presents. It's an excellent cross section. The author presents areas where Flash excels at gd and areas you have to watch out for. He presents, and steps through, working code examples to tackle logical issues/scenarios, ie best practices for: hit testing, sound, in game graphics use, xml/dynamic content loading, player control, and at the end of the book, an over all game engine. So a programmer could easily take away any of these items and use them. On many occasions after he's presented a few different scenarios on a topic, he'll talk about the short comings or gotchas of using that particular technique.
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3 of 3 people found the following review helpful By Timothy Layton on November 11, 2009
Format: Paperback Verified Purchase
I am in the process of digging into AS game development and this book has been very helpful in explaining the fundamentals and also steering me in the right direction for best practices, etc. I would recommend this book to anyone that wants to know more about flash game development.
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2 of 2 people found the following review helpful By Randy on January 27, 2011
Format: Paperback
I read through the book, and it was quite imformative, gave pratical advice on how, why, what, where, and links to external tools, that I found very helpful. The point of the book is that pre-planning is key, and that this book provides the necesssary tools to start and finish a flash game. That's all I ask, I can take it from where this book leaves off, excellent read.
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2 of 2 people found the following review helpful By owookiee VINE VOICE on March 4, 2010
Format: Paperback Vine Customer Review of Free Product ( What's this? )
The self-reported target audience for this book is listed as Intermediate-Advanced, and that is true for the most part. Chapters aren't wasted on the basics of Flash programming, though there is a short review of basic OOP programming concepts and how they're syntaxed in the Flash language.

The content covers most aspects of game development from a breadth perspective rather than depth. You are shown all the basics of topics such as sprite animation, physics, shooter projectiles and targeting, dungeon mapping, multiplayer capabilities, cut-scenes, and video and sound looping. In most cases you are given one concrete example of code, and it is usually the most straightforward approach. In my experience, once you get to writing code, what you want to do is never solvable with the most straightforward approach given in books so you end up scouring the web for help; I think that will probably be the case with this book.

The subtitle of the book is How to Follow Best Practices and Keep Your Sanity, and in these regards, the book has good value. Griffith provides examples of plenty of common roadblocks hit by Flash game developers and offers tricks and tips on how to deal with them. Topics in this area include graphics performance and sizing, timing/threading issues, initial load vs deferred data and separate files, data protection, and other various performance concerns.

The games used in the book are: a tunnel shooter, crossword puzzle, driving game with drift, overhead dungeon, and a tile (moving) puzzle.
There is an online resource available that has all the code for downloading.
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