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Real-World Flash Game Development

Download Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity

简介 Book Description:
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.

Chapter 1. Computer Science Isn’t for Everyone
Chapter 2. The Best Tool for the Job
Chapter 3. A Plan is Worth a Thousand Aspirin
Chapter 4. //FTW!
Chapter 5. Managing Your Assets/Working with Graphics
Chapter 6. Make it Move: ActionScript Animation
Chapter 7. Turn It Up to 11: Working with Audio
Chapter 8. Put the Video Back in “Video Game”
Chapter 9. XML and Dynamic Content
Chapter 10. Four Letter Words: M-A-T-H
Chapter 11. Don’t Hit Me!
Chapter 12. I Always Wanted to be an Architect
Chapter 13. We’ve All Been There
Chapter 14. Mixup—A Simple Engine
Chapter 15. Bringing it All Together: A Platformer
Chapter 16. Don’t Play by Yourself: Multiplayer Development
Chapter 17. Squash ‘Em If You’ve Got ‘Em: The Bug Hunt
Chapter 18. On Your Guard
Appendix A. Webcams and Microphones
Appendix B. Localization
Appendix C. JSFL Is Javascript for Lovers
Conclusion

About the Author
Chris Griffith has been working in Flash for close to 10 years. Starting out of school at Tribal DDB Worldwide, he created sites, games, and apps for well-known clients like Pepsi, Mountain Dew, American Airlines, Frito-Lay, Starbucks, and the Ad Council. In 2007 he joined the team at Blockdot, Inc where he currently heads up the development group as Director of Online Applications, building work for clients like LEGO, Microsoft, Anheiser-Busch, Kraft, Nabisco, and WebMD. You can contact him via chris [at] flashgamebook.com.
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