Flash Game Development by Example
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- Build 10 classic games in Flash. Learn the essential skills for Flash game development.
- Start developing games straight away. Build your first game in the first chapter.
- Fun and fast paced. Ideal for readers with no Flash or game programming experience.Topic
- The most popular games in the world are built in Flash.
Book Details
Language : EnglishPaperback : 328 pages [ 235mm x 191mm ]
Release Date : March 2011
ISBN : 1849690901
ISBN 13 : 9781849690904
Author(s) : Emanuele Feronato
Topics and Technologies : All Books, Flash, Games, Web Development
Table of Contents
PrefaceChapter 1: Concentration
Chapter 2: Minesweeper
Chapter 3: Connect Four
Chapter 4: Snake
Chapter 5: Tetris
Chapter 6: Astro-PANIC!
Chapter 7: Bejeweled
Chapter 8: Puzzle Bobble
Chapter 9: BallBalance
Appendix: Where to Go Now
Index
- Chapter 1: Concentration
- Defining game design
- Setting stage size, frame rate, and background color
- Welcome to Concentration ("Hello World")
- Creating the tiles
- Adding randomness: shuffling the tiles
- Placing the tiles on stage
- Picking tiles
- Checking for matching tiles
- Making the player see what happened
- Preventing the player from cheating
- Fine-tuning the game: adding educational content
- Summary
- Where to go now
- Chapter 2: Minesweeper
- Defining game design
- Creating the empty field
- Placing the mines
- Adding the digits
- Optimization needed
- Placing tiles on stage
- Showing tile contents
- Auto showing adjacent empty tiles
- Flagging tiles
- Timer and game over
- No sudden death
- Summary
- Where to go now
- Chapter 3: Connect Four
- Defining game design
- The game field
- Showing smooth animations
- Splitting the code
- Adding the board
- Placing the board to stage
- Creating more classes
- Placing the disc
- Moving the disc
- Applying game rules
- Checking for possible columns
- It's raining discs
- Determining a cell value (if any)
- Making your move
- Waiting for the disc to be added to stage
- Checking for victory
- Animating discs
- The animation itself
- Making computer play
- Unleashing CPU power
- Playing with AI: defensive play
- Summary
- Where to go now
- Chapter 4: Snake
- Defining game design
- Array-based games versus Movie Clip-based games
- Preparing the field
- Drawing the graphics
- Placing the snake
- The snake itself
- Simplifying the code
- Letting the snake move
- Controlling the snake
- Placing fruits
- Eating fruits
- Making the snake grow
- Placing walls
- Making the snake die
- Summary
- Where to go now
- Chapter 5: Tetris
- Defining game design
- Importing classes and declaring first variables
- Drawing game field background
- Drawing a better game field background
- Creating the tetrominoes
- Placing your first tetromino
- Moving tetrominoes horizontally
- Moving tetrominoes down
- Managing tetrominoes landing
- Managing tetrominoes collisions
- Rotating tetrominoes
- Removing completed lines
- Managing remaining lines
- Making tetrominoes fall
- Checking for game over
- Showing NEXT tetromino
- Summary
- Where to go now
- Chapter 6: Astro-PANIC!
- Defining game design
- Creating the game and drawing the graphics
- Adding and controlling the spaceship
- Adding a glow filter
- Making spaceship fire
- Making the bullet fly
- Adding enemies
- Moving enemies
- Being killed by an enemy
- Killing an enemy
- Killing an enemy—for good
- Killing an enemy—with style
- Advancing levels
- Managing current score and high score
- Saving data on your local computer
- Summary
- Where to go now
- Chapter 7: Bejeweled
- Creating documents and objects
- Placing the gems
- Placing the gems for real
- Selecting a gem
- Preparing to swap gems
- Swapping gems
- Swapping gems for real
- Selecting which gems to remove
- Removing gems
- Making gems fall
- Adding new gems
- Dealing with combos
- Giving hints
- Summary
- Where to go now
- Chapter 8: Puzzle Bobble
- Creating documents and assets
- Placing and moving the cannon
- Drawing the game field
- Drawing the game field with alternate rows
- Drawing the game field according to Pythagoras
- Loading the cannon with a bubble
- Firing the bubble
- Letting bubble bounce and stop
- Adjusting bubble position and reloading
- Allowing bubbles to stack
- Detecting bubble chains
- Removing the chain
- Removing unlinked bubbles
- Summary
- Where to go now
- Chapter 9: BallBalance
- Creating files and assets
- Adding the balance
- Choosing where to drop spheres
- Dropping the spheres
- Stacking spheres
- Removing spheres
- Adjusting floating spheres
- Moving the balance
- Summary
- Where to go now
Emanuele Feronato
Code Downloads
Download the code and support files for this book.
Submit Errata
Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.
Errata
- 1 submitted: last submission 05 Mar 2013Errata type: Code Page number: 50
if (j!=0&&mine_field[i][j-1]!=9) {
replace with
if (j!=0&&mineField[i][j-1]!=9) {
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Build 10 working games in one fast-paced 360 page book.
- Each game is carefully selected and explained to introduce essential game development skills.
- Covers puzzle and board-style games as well as fast paced arcade games.
- Build games with AI, levels, shooting at moving targets, puzzles, scoring systems, time limits, and more.
- Build games are in the style of: Concentration, Minesweeper, Connect Four, Sokoban, Snake, Tetris, Astro Panic, Bejeweled, Puzzle Bobble, Ballbalance.
You can't call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.
Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic games. Each game introduces new game development skills, techniques, and concepts. By the end of the book you will have built ten complete games – and have the skills you need to design and build your own game ideas.
The book starts with simple well known puzzle games: Concentration and Minesweeper. After learning the basics of game design you’ll introduce AI with a four-in-a-row game. Then as you build your own versions of old arcade games such as Snake, Tetris, and Astro Panic. The book ends with a collection of modern casual classics.
Build the classic and modern games that will turn you into a capable Flash games developer.
In each chapter you'll build a complete game, starting with simple puzzlers and working your way up to games similar to the most popular online casual games. Each game introduces a range of essential skills that all Flash game developers should know. There's never a dull moment -- you're building working, fun games right from Chapter 1.
If you've never developed a game before or you've made a start but want to refine your skills and build complete, successful projects then this book is just what you need.

