2nd Edition
Real-World Flash Game Development How to Follow Best Practices AND Keep Your Sanity
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: //Comments FTW!
Chapter 5: The Least You Can Do vs An Architect's Approach
Chapter 6: Managing Your Assets/Working With Graphics
Chapter 7: Make it Move - ActionScript Animation
Chapter 8: Turn it Up to 11: Working with Audio
Chapter 9: Put the Video Back in "Video Game"
Chapter 10: XML and Dynamic Content
Chapter 11: Four Letter Words: M-A-T-H
Chapter 12: Don't Hit Me: Collision Detection Techniques
Chapter 13: Mix Up - A Simple Engine
Chapter 14: Bringing It All Together: A Platformer
Chapter 15: Marble Runner : Our First Mobile Game
Chapter 16: Air Hockey: A Multi-Touch, Multiplayer Tablet Game
Afterword
Online Content:
Bonus Chapter: Squash 'Em If You've Got 'Em: The Bug Hunt
Bonus Chapter: On Your Guard
Bonus Chapter: Introduction to Mobile Development
Appendix A: Webcams and Microphones
Appendix B: Localization
Appendix C: JSFL is JavaScript For Lovers
Appendix D: Using AMFPHP with Games
Biography
Christopher Griffith
"The book could be used as a course resource for advanced undergraduates or as a reference for experienced programmers who want to use Flash. The excellent companion website supplies all the code needed to build the examples, as well as a forum where questions can be posted and answered. The author frequently inserts commentary about best programming practices (what to do and what to avoid), which differentiates this book from many similar titles. Summing Up: Highly recommended. Upper-division undergraduate through researchers/faculty, two-year technical program students, and professionals/practitioners."-- E. Bertozzi, Long Island University, CHOICE






