- STAFF PICKS
- GIFTS + GIFT CARDS
- SELL BOOKS
- FIND A STORE
Building Great Flash MX Gamesby Matthew David
Synopses & Reviews
Here's everything you need to create exciting, colorful, fast-paced games using Macromedia Flash MX. Lavishly illustrated and filled with clear, easy-to-follow examples, it includes valuable code samples and tips from some of the great game gurus who share their insights through personal interviews. Whether you're a professional developer or a hobbyist eager to try your hand at game development, you'll find this guide is a must-have resource-just add your creativity!
Part I explains the tools and scripts you need
* Using the latest versions of Flash and ActionScript
* Managing sound
* Designing a game from the ground up
* Optimizing bandwidth
* Adding the multi-user dimension
Part II teaches you to build games
* Adventure games
* Puzzle games
* 3-D games
* Arcade games
* PDA games
Lavishly illustrated and filled with clear, easy-to-follow examples, this book includes valuable code samples and tips from some of the great game gurus who share their insights through personal interviews.
A large number of Web sites have sprung up allowing users to play games online. This book shows readers how to use the full potential of Flash MX and Flash ActionScript to join this trend and build sophisticated online games.
* Companion Web site includes all source code and game artwork from the book as well as links to free game development tools and product trials
About the Author
Matthew David, a consultant and teacher of Flash, Fireworks, and Dreamweaver, has contributed to several books on Flash. He is also a regular contributor to various technical journals for Web developers.
Table of Contents
Part I: Tools of the Trade.
Chapter 1: Macromedia Flash MX—The Game Developer's Platform.
Chapter 2: Developing and Storyboarding a Game.
Chapter 3: ActionScript: The Foundation of Creating Games with Flash MX.
Chapter 4: Collision Detection.
Chapter 5: Managing Sound.
Chapter 6: Adding Video.
Chapter 7: Creating 3D Elements.
Chapter 8: Optimizing Bandwidth for Enhanced Experience.
Chapter 9: Creating Dynamic Games Using Databases.
Chapter 10: Multi-user Games.
Part II: Building Games.
Chapter 11: Puzzle Games.
Chapter 12: Arcade Games.
Chapter 13: Flasher Man Adventure Game.
Chapter 14: 3D Games.
Chapter 15: PDA Games.
Appendix A: ActionScript Keyboard Commands.
Appendix B: Resources.
About the Author.
What Our Readers Are Saying
Other books you might like
Computers and Internet » Internet » Web Applications
Computers and Internet » Software Engineering » Game Design