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Flash Game Development by Example [Anglais] [Broché]

Emanuele Feronato
5.0 étoiles sur 5  Voir tous les commentaires (3 commentaires client)
Prix : EUR 35,57 LIVRAISON GRATUITE En savoir plus.
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Description de l'ouvrage

30 mars 2011
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.

Détails sur le produit

  • Broché: 311 pages
  • Editeur : Packt Publishing Limited (30 mars 2011)
  • Langue : Anglais
  • ISBN-10: 1849690901
  • ISBN-13: 978-1849690904
  • Dimensions du produit: 19,1 x 1,7 x 23,5 cm
  • Moyenne des commentaires client : 5.0 étoiles sur 5  Voir tous les commentaires (3 commentaires client)
  • Classement des meilleures ventes d'Amazon: 262.622 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Couverture | Copyright | Table des matières | Extrait | Index | Quatrième de couverture
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5.0 étoiles sur 5 Great for beginners (and not only) 1 juin 2011
Format:Broché
Emanuele Feronato's new book is a great guide for who want to start or to go into more depth with ActionScript game development. Flash Game Development By Example achieve in its goal: to give the reader the requested know-how to create fun indie games in a short time, analyzing and recreating some of the most memorable game mechanics.
Each of the nine chapters is dedicated to one single game, covering simple titles like Minesweeper and ConnectFour, or more elaborated, like Puzzle Bobble and Tetris. The text doesn't delve deeper just because it is directed to a reading audience made of absolute beginners and, generally speaking, it looks like a collection of tutorials which doesn't mess around and focuses on the code. The text mainly examines puzzle games, which could be less interesting to who doesn't like them very much, but, thanks to the notions used, it gives the essential basis to take the first steps even in other game genres. I really esteemed the long collection of online available resources and the word index at the end of the book, elements that nowadays are always expected from a good manual but that often the authors seem to forget.
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Format:Broché
This book is written by the author of one of the largest flash game development blogs online, so you know you'll be getting information from an expert in the subject.

Each chapter involves creating a game from scratch in the flash IDE, with the games being as follows:

Chapter 1: Concentration (matching 2 card game)
Chapter 2: Minesweeper
Chapter 3: Connect Four
Chapter 4: Snake (The phone game, where the snake keeps growing longer as you eat apples)
Chapter 5: Tetris
Chapter 6: Astro-PANIC! (A shooter with the ship on the bottom of the screen, and `aliens' randomly flying around the screen)
Chapter 7: Bejeweled
Chapter 8: Puzzle Bobble (like bubble bobble- shoot circles from the bottom, have them stick together, and disappear when 3 in a row are found)
Chapter 9: Ball Balance (A addictive little game he made on kongregate, where you drop balls onto a balance, and need to keep it from tipping over by keeping it as balanced as possible)

It's neat to be able to see how each game is made, from the beginning, as well as see how another programmer goes from the design phase up to completion, and the author takes an iterative approach - every bit of code added onto the previous section adds functionality - so you get to see every change being made.

His target audience does seem to be someone familiar with drawing in flash, and who has had some actionscript, or at least programming experience before. So if you've been using flash, and have an understanding about basic programming, but haven't made many games before, I would recommend it. Even for more advanced programmers, there is still helpful advice to learn from the book, such as using recursive functions, and creating many classic games.
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Format:Broché
I am an Adobe Certified Expert in Flash, and also an Adobe Certified Instructor, so when it comes to Flash training manuals and books, I always look for two things: is the material useful (and the code clean), AND what level is the book geared toward? All to often, the best books come with just one catch: they are totally over the head of beginners. That is why I recommend Flash Game Development by Example. The projects are advanced, but no knowledge of Actionscript is assumed by the author: the explanations are so thorough that even beginners can keep up. Each of the book's nine chapters is devoted to a different stand-alone gamer classic, such as Concentration and Tetris. Despite the necessary complexity of some of the concepts, the author goes that extra mile by walking the reader line-by-line through the code, explaining not just what's going on, but providing background info and definitions that beginners need to keep up. With all these "teachable moments", even a Flash beginner could get through the book, and come out the other end a veritable Actionscript maven. Also importantly, the nuggets of code contained in this book are broadly applicable to a variety of Flash application development scenarios, so even those who aren't really gamers can benefit enormously from the material. In short, Flash Game Development by Example is an outstanding resource for anyone interested in Flash Actionscript, regardless of their current level of knowledge or application development aspirations. That is a rare combo, so if you're into Flash, this is sure to be one of those well-thumbed books on your shelf.
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