Flash Game Development by Example

Build 10 classic Flash games and learn game development along the way

Flash Game Development by Example

Starting
Emanuele Feronato

Build 10 classic Flash games and learn game development along the way
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Book Details

ISBN 139781849690904
Paperback328 pages

About This Book

  • 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.

Who This Book Is For

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.

Table of Contents

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
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

What You Will Learn

  • 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.

In Detail

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.

Authors

Table of Contents

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
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

Book Details

ISBN 139781849690904
Paperback328 pages
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