Real-world Flash game development

Real-world Flash game development

by Christopher Griffith
3/5
(19 votes)

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.

First published
2010
Publishers
Elsevier Focal Press
Subjects
Flash computer games·Programming·Computer animation

Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity is great for the advanced user. The book is written for those who already have an understanding of game development and would like to move over into the Flash game development arena.

If you already know Flash/ActionScript, it's not that far a jump to be able to build simple games. This book is very good for the experienced Flash programmer who wants to add GD to his/her repertoire.

Every game programming book I've ever read has had the same basic formula: You start off by writing, essentially "hello world" then you progress from there, adding piece by piece by piece until you have a rudimentary game. This book breaks that mold.

Christopher Griffith

About Christopher Griffith

British Member of Parliament...

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