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

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Item specifics

Condition
New: A new, unread, unused book in perfect condition with no missing or damaged pages. See the ...
ISBN-13
9780240817682
Book Title
Real-World Flash Game Development
ISBN
9780240817682
Subject Area
Computers, Art
Publication Name
Real-World Flash Game Development : How to Follow Best Practices and Keep Your Sanity
Item Length
9.8 in
Publisher
Routledge
Subject
Programming / Games, Digital Media / Video & Animation, Digital
Publication Year
2011
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.9 in
Author
Christopher Griffith
Item Width
7.5 in
Item Weight
37.7 Oz
Number of Pages
418 Pages

About this product

Product Information

Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith 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 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development. The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.

Product Identifiers

Publisher
Routledge
ISBN-10
0240817680
ISBN-13
9780240817682
eBay Product ID (ePID)
99601125

Product Key Features

Author
Christopher Griffith
Publication Name
Real-World Flash Game Development : How to Follow Best Practices and Keep Your Sanity
Format
Trade Paperback
Language
English
Subject
Programming / Games, Digital Media / Video & Animation, Digital
Publication Year
2011
Type
Textbook
Subject Area
Computers, Art
Number of Pages
418 Pages

Dimensions

Item Length
9.8 in
Item Height
0.9 in
Item Width
7.5 in
Item Weight
37.7 Oz

Additional Product Features

Edition Number
2
LCCN
2011-006568
LeafCats
378
Lc Classification Number
Qa76.76.C672g774
Edition Description
Revised Edition,New Edition
Reviews
"The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."--E. Bertozzi, Long Island University, CHOICE, "The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."--CHOICE, "The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- E. Bertozzi, Long Island University, CHOICE, "The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- CHOICE
Table of Content
Chapter 1: Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: //Comments FTW! Chapter 5: The Least You Can Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make it Move - ActionScript Animation Chapter 8: Turn it Up to 11: Working with Audio Chapter 9: Put the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: Four Letter Words: M-A-T-H Chapter 12: Don't Hit Me: Collision Detection Techniques Chapter 13: Mix Up - A Simple Engine Chapter 14: Bringing It All Together: A Platformer Chapter 15: Marble Runner : Our First Mobile Game Chapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet Game Afterword Online Content: Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt Bonus Chapter: On Your Guard Bonus Chapter: Introduction to Mobile Development Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript For Lovers Appendix D: Using AMFPHP with Games
Copyright Date
2012
Target Audience
College Audience
Dewey Decimal
794.8/1526
Dewey Edition
22
Illustrated
Yes

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Premier Books LLC
David Taylor
26C Trolley Sq
19806-3356 Wilmington, DE
United States
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