This book 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 8 years in the industry.
Gifts from Griffith's REAL-WORLD experiences include: Game design
templates and pre-written scripts to automate tasks within Flash;
Classes for handling common math computations used in gaming, so
that game developers can see how to set up a simple game flow;
Powerful debugging tools for your games(debuggers for Flash games
are hard to come by, and this book provides them for you).
The associated web site offers: Code from the game examples in the
book with fully build-able source files. Additional code snippets,
classes, and utilities. Scripts for automating tedious and repetitive
tasks within Flash. Template game-design documents for planning game
proposals in the same manner outlined in the book. Links to other
helpful online resources for both Flash and game development.
*Teaches Flash users the most effective ways to leverage Flash as
a game development tool.
Download File Size:4.09 MB