Creating games in Flash is a never-ending journey of
exploration, learning, and most of all, fun. Once you've mastered
the basics, a new world is opened up to you, enabling you to take
your existing skills to the next level and discover new skills that
will in turn open new doors. This book is a direct continuation of
Foundation Game Design with Flash, and is a complete point-by-point
roundup of the most important skills a Flash game designer needs to
know. You'll increase your ActionScript knowledge and your game
design skills while creating some excellent example games. You'll
learn advanced collision detection skills; professional AI and
pathfinding; and how to load and save game data, create
destructible environments, and build and switch game levels.Each
chapter highlights a new advanced technique illustrated by
practical examples. Examples of games are given in a variety of
genres, all of which take an object-oriented programming approach.
Advanced game design topics are covered, including vector-based
collision reaction, pathfinding, billiard ball physics, and
modeling game data. What you'll learn How to use vectors to figure
out where objects are going and how they should react to collisions
Pixel-perfect collision detection for irregular shapes using
hitTest and bitmapData How to use design patterns and abstract data
models to manage complex games efficiently How to create advanced
enemy artificial intelligence systems using pathfinding strategies
in grid-based environments How to use XML to load and save game
data How to use sound and music in games and create particle
effects using blitting. Who this book is for
This book is for experienced Flash and ActionScript 3.0
developers who want to take their game design skills to a
professional level. Readers should have a solid background in
object-oriented ActionScript 3.0 programming, and may have
attempted game projects of their own. If you have readFoundation
Game Design with Flash, then this book will be a natural next step
for you. The book covers game design strategies and techniques
common to many game design platformsnot just Flashand will help you
create top-quality games that are quick to build and easy to
maintain. Table of Contents Modeling Game Data Vectors: Ghosts in
the Machine Collisions Between Circles Collisions Between Polygons
Pixel-Perfect Collision and Destructible Environments Explosions,
Blitting, and Optimization Make It Fun Sound, Music, and AI
Tile-Based Game Design Pathfinding XML and External Data
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