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Building Great Flash MX Games Paperback – Dec 6 2002

2.9 out of 5 stars 7 customer reviews

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Product Details

  • Paperback: 304 pages
  • Publisher: Wiley; 1 edition (Dec 6 2002)
  • Language: English
  • ISBN-10: 0764519859
  • ISBN-13: 978-0764519857
  • Product Dimensions: 20.4 x 1.5 x 25.4 cm
  • Shipping Weight: 644 g
  • Average Customer Review: 2.9 out of 5 stars 7 customer reviews
  • Amazon Bestsellers Rank: #2,937,266 in Books (See Top 100 in Books)
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Product Description


"...good, practical information...shows it strength when you start to build the sample games for yourself..." (Image Technology)

“…a detailed and interesting read…good value…”(Computer Arts, April 2003)

“…easy-to-understand…one of the rare occasions when a book truly does cater for professionals and amateurs alike…” (Practical Web Projects, August 2003)

From the Back Cover

Here's everything you need to create exciting, colorful, fast-paced games using Macromedia Flash MX. Lavishly illustrated and filled with clear, easy-to-follow examples, it includes valuable code samples and tips from some of the great game gurus who share their insights through personal interviews. Whether you're a professional developer or a hobbyist eager to try your hand at game development, you'll find this guide is a must-have resource-just add your creativity!

Part I explains the tools and scripts you need
* Using the latest versions of Flash and ActionScript
* Managing sound
* Designing a game from the ground up
* Optimizing bandwidth
* Adding the multi-user dimension

Part II teaches you to build games
* Adventure games
* Puzzle games
* 3-D games
* Arcade games
* PDA games

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Customer Reviews

Top Customer Reviews

Format: Paperback
After trying to cope with this chapter on collision detection for over two weeks, I have decided that this book needs to be revised immensely. On page 47 you give a chunk of code to "Define the ball". The chunk of code you give lacks any commenting whatsoever, and worse yet, when I turned to page 48 I was given ONE SENTANCE to explain SEVEN FUNCTIONS. The sentance wasn't even helpful. "The instnace of the ball mocie clip moves down the stage to collide with the rectangle movie clip". Great, I have no idea which one of these functions does each. I know JS and C++ but AS is still new to me so wading through it is a bloody chore. Later on page 48 you have a chunk of code, this time with a comment. More helpful indeed, I understood this chunk, but you told me to insert it into line 19. That did all of nothing. A friend and senior programmer had to look at my code, and implement it much farther down, more like line 39 if I recall, plus change some of the code. That is rediculous. 48 goes on more. Defining boundries. You give me this line of code:
gGameRect = [0,0,400,500];
gHMax = pGameRect[2] - 5;
You then explain gGameRect, the easies of all the variables to figure out, and omit to tell me the other two descriptions. I assume that BallBaseLoc is where the ball starts on screen and gHMax is the ceiling, but assuming isn't much good for me. Once again this code doens't work at the place you indstructed to put it in either.
What I'm trying to say is I got burned badly by this book. I am a college student, paying my tuition, transportation, and books on my own minimum wage part time job. I parted with my FIFTY DOLLARS [which is a LOT of money to me] for your book, and it hads caused me nothing but headaches.
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Format: Paperback
This book has the potential to be a great book, but I keep running across several frustration factors that keep me from giving this book a higher rating.
First of all, in chapter 4, there are code typos, and the only way I could get the code to work was by trial and error until something clicked. He has source code and fla's available, but he doesn't have one for the "movieCollision.fla" that he keeps building on.
It works you step by step through a project, but there are SO many holes. You'll have a nice working first part of the project, then when it's time to move on, suddenly there are three layers and a bunch of keyframes, and he didn't explain what was supposed to go on which layer, and how even in the book he went from a single layer in the first part to three layers, actionscript, and several keyframes.
I've been developing in Flash since 1999 and am also a programmer, so it's not for lack of knowing the tool that I'm having problems with this book, it's the fact that his instructions are not as well fleshed out as I'd like.
This could all be fixed by posting "errata" on the website, but to-date none exists for the particular projects.
With a 2nd edition, maybe this book will get a little better editing, and a more thorough look at the code to make sure it's all viable. Otherwise, the book definitely has potential. I'd have paid more to have a CD with full source code on the book to check my work against instead of a website the doesn't have all the book examples available for download.
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Format: Paperback
I agree to an extent, with there being some mistakes, but none so big that I couldn't figure it out, and I am new to the action script world. The thing that was so great about this book, why I give it 4 stars is that it was very well explained, it made it easy to follow and know what I needed to do.
I am working on becoming a web developer, and have mastered several languages, as well I have worked with flash a lot before jumping into scripting. I did have an advantage of knowing the basics of flash, but I still believe that the book is very well written, compared to other computer books that I have studied. I don't think anyone who would want to learn game development could not understand.
I think that there could be a second edition with corrected material and that would be the perfect flash book, especially for beginners. Matthew, in my opinion has a way with making harder things simplified.
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Format: Paperback
The code covers the basics of games and is great for the money. It does include some software introduction that doesn't come with Flash (Soundforge, Macromedia's communication Server and mentions 3D software like Swift 3D, etc). All of these seem like great packages to own if you are serious about making games.
I was having an issue getting the code from the site and the author replied with a valid explanation and information on major plans in supporting the book beyond pages themselves.
The book has a number of completed games to use as examples to learn from, as well as additional code on his site. If the reader has a basic programming knowledge of JavaScript or any C based language (Java, C++, C#, etc), the reader could learn and understand all the concepts within this book. It's definitely a good starting place.
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