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The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript 3.0 [Anglais] [Broché]

J. Fulton , Scott Fulton

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Description de l'ouvrage

17 mars 2010
The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript, is a unique book for Flash Game Developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight in to building games. The book is divided into specific game-genre projects covering everything from old-classics such as a Missile Command-style game, to hot new genres such as tower defense.

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Biographie de l'auteur

Steve Fulton and Jeff Fulton are twin brothers who have worked in the web game industry for the past 10 years. Together they have designed, programmed and developed over 200 Flash games of every imaginable genre for the corporate, indie and viral Flash game markets. The brothers run the popular and influential Flash/Retro game development site 8bitrocket.com. They update the site daily with news, tutorials, games, and musing about Flash and the viral Flash game world.

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Couverture | Copyright | Table des matières | Extrait | Index
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Amazon.com: 4.2 étoiles sur 5  15 commentaires
21 internautes sur 21 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Excellent Book But VERY Poorly Edited 29 août 2010
Par David Brady - Publié sur Amazon.com
Format:Broché
This book has some excellent educational content. If you can get past a staggering amount of typographical errors (some of them in source code!), it is a fantastic resource. If you are familiar with programming and want to learn how to program Flash and Flex games, I highly recommend these authors.

Their editor, however, needs to be shot. There are words missing from sentences every few pages, typos in the source code, and function names that change each time they are referenced. There's even a paragraph (on page 125) explaining a snippet of source code from the previous section... but the previous section of code has been totally rewritten, so the paragraph is worse than meaningless, it's totally confusing. There is an Errata section on the authors' website, but it doesn't even begin to cover the errors in this book. It is painfully apparent that the code in the book was typed in as text and then tested and debugged later, as many examples are inconsistent or have obvious syntax errors.

If you are just starting out with programming I do NOT recommend this book UNLESS you download the accompanying source code. Otherwise you will spend too much time wondering why your program doesn't work when it's an error in the book itself.

I hate to give this a crappy review. I am learning a lot from this book and I *WANT* this book to be as great as its subject matter could be. If the authors release a Second Edition or even a corrected version, I'll be first in line to pick it up.

All that said, I still recommend this book. Their design principles are sound, and the code examples from their website actually work without any fussing or debugging. (There are some mispelled class names, but they are consistent, so the code DOES work.) If you are an experienced programmer who can spot typos in source code, and are patient with a debugger, the book will teach you exactly what you need to know to get your game off the ground.
6 internautes sur 6 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 In serious need of better proofing. 15 octobre 2010
Par Ben Fischer - Publié sur Amazon.com
Format:Broché
On the positive: I am learning a lot from this book. The authors have an excellent approach to presenting the material, and at least for me, I feel the broad brush concepts they present, especially in organizing game code are very good. What is absolutely mind boggling is the number of typos in the constantly referenced source code. You are supposed to be building your code on previous exercises (good idea), however there are often changes to function and variable names, forcing you to debug code that is presented to you as an example. Perhaps it wouldn't be as glaring if they hadn't preceded every source sample in the book with the phrase 'we have highlighted the code that is different from that game.', when as it turns out there are often dozens of other subtle changes you'll need to catch yourself.

Inconsistent, or inaccurate information presented in source code presented as educational reference is a complete fail.
2 internautes sur 2 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Fast delivery, good book but poor edition 3 octobre 2010
Par Yohai - Publié sur Amazon.com
Format:Broché|Achat vérifié
The book itself is good and the delivery was fast but. It seems like the book I got is an early edition. there's many mistakes and typos.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Useful 9 mai 2013
Par real7a - Publié sur Amazon.com
Format:Broché
The book was really useful for me. Bought it at Apress, so not verified again %)

I've made casual game for browser, iOS and Android with one book's tutorials and modified framework with FlashDevelop and FlexSDK. The most interesting for me were game development history, lots of different games and old school programming style that helped games run properly on mobile, recommended.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent overview of game programming 30 mars 2013
Par Amazon Customer - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
It's nice to read a book by someone who knows what they are talking about.
The Essential Guide to Flash Games by Jeff and Steve Fulton is a complete overview of 2D game programming. These guys obviously have some real-world experience with game programming, and their book reflects that. From the very beginning it teaches stuff that a game programmer actually needs to know.
Chapter one builds a simple pop-the-balloon game that demonstrates how to get an application window, display some graphics, run a timing loop, get and respond to user input, play sounds, and keep score. That's all in chapter one.
The next couple chapters finish a simple game engine by adding game states - intro screen, gameplay screen, game over screen, etc. By the end of chapter five you have made a simple Space Invaders style game. By the end of chapter seven, you have a fully functional tank combat game that is actually fun to play! The rest of the book covers tile-mapping, optimizing bitmap graphics in Flash, optimizing frame rates, and getting the 2.5D look.
Check out the source code from the Apress website to see what I mean.
The text is well written and authoritative. All of the basics of game programming are presented in a mature and thoughtful manner. The ideas presented are not limited to Flash programming, making this a good introduction to game programming in general.
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