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Flash Game Development by Example [Paperback]

Emanuele Feronato
4.2 out of 5 stars  See all reviews (4 customer reviews)
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Book Description

Mar 25 2011

Build 10 classic Flash games and learn game development along the way

  • Build 10 classic games in Flash. Learn the essential skills for Flash game development.
  • Start developing games straight away. Build your first game in the first chapter.
  • Fun and fast paced. Ideal for readers with no Flash or game programming experience.Topic
  • The most popular games in the world are built in Flash.

In Detail

You can't call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.

Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic games. Each game introduces new game development skills, techniques, and concepts. By the end of the book you will have built ten complete games - and have the skills you need to design and build your own game ideas.

The book starts with simple well known puzzle games: Concentration and Minesweeper. After learning the basics of game design you'll introduce AI with a four-in-a-row game. Then as you build your own versions of old arcade games such as Snake, Tetris, and Astro Panic. The book ends with a collection of modern casual classics.

Build the classic and modern games that will turn you into a capable Flash games developer.

What you will learn from this book

  • Build 10 working games in one fast-paced 360 page book.
  • Each game is carefully selected and explained to introduce essential game development skills.
  • Covers puzzle and board-style games as well as fast paced arcade games.
  • Build games with AI, levels, shooting at moving targets, puzzles, scoring systems, time limits, and more.
  • Build games are in the style of: Concentration, Minesweeper, Connect Four, Sokoban, Snake, Tetris, Astro Panic, Bejeweled, Puzzle Bobble, Ballbalance.
  • Approach

    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.

    Who this book is written for

    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.


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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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1 of 1 people found the following review helpful
5.0 out of 5 stars Great for beginners (and not only) Jun 1 2011
Format:Paperback
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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1 of 1 people found the following review helpful
Format:Paperback
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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1 of 1 people found the following review helpful
Format:Paperback
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 are still helpful advice to learn from, such as using recursive functions.

You can check out the games I made from the book, a longer review, and a page about any possible syntax errors on my blog [...]
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