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Flash Game Development by Example
Build 10 classic Flash games and learn game development along the way
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- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
-
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Chapter 1: Concentration
- Defining game design
- Setting stage size, frame rate, and background color
- Welcome to Concentration ("Hello World")
- Creating the tiles
- Adding randomness: shuffling the tiles
- Placing the tiles on stage
- Picking tiles
- Checking for matching tiles
- Making the player see what happened
- Preventing the player from cheating
- Fine-tuning the game: adding educational content
- Summary
- Where to go now
- + Chapter 2: Minesweeper
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Chapter 3: Connect Four
- Defining game design
- The game field
- Showing smooth animations
- Splitting the code
- Adding the board
- Placing the board to stage
- Creating more classes
- Placing the disc
- Moving the disc
- Applying game rules
- Checking for possible columns
- It's raining discs
- Determining a cell value (if any)
- Making your move
- Waiting for the disc to be added to stage
- Checking for victory
- Animating discs
- The animation itself
- Making computer play
- Unleashing CPU power
- Playing with AI: defensive play
- Summary
- Where to go now
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Chapter 4: Snake
- Defining game design
- Array-based games versus Movie Clip-based games
- Preparing the field
- Drawing the graphics
- Placing the snake
- The snake itself
- Simplifying the code
- Letting the snake move
- Controlling the snake
- Placing fruits
- Eating fruits
- Making the snake grow
- Placing walls
- Making the snake die
- Summary
- Where to go now
-
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Chapter 5: Tetris
- Defining game design
- Importing classes and declaring first variables
- Drawing game field background
- Drawing a better game field background
- Creating the tetrominoes
- Placing your first tetromino
- Moving tetrominoes horizontally
- Moving tetrominoes down
- Managing tetrominoes landing
- Managing tetrominoes collisions
- Rotating tetrominoes
- Removing completed lines
- Managing remaining lines
- Making tetrominoes fall
- Checking for game over
- Showing NEXT tetromino
- Summary
- Where to go now
-
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Chapter 6: Astro-PANIC!
- Defining game design
- Creating the game and drawing the graphics
- Adding and controlling the spaceship
- Adding a glow filter
- Making spaceship fire
- Making the bullet fly
- Adding enemies
- Moving enemies
- Being killed by an enemy
- Killing an enemy
- Killing an enemy—for good
- Killing an enemy—with style
- Advancing levels
- Managing current score and high score
- Saving data on your local computer
- Summary
- Where to go now
- + Chapter 7: Bejeweled
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Chapter 8: Puzzle Bobble
- Creating document and assets
- Placing and moving the cannon
- Drawing the game field
- Drawing the game field with alternate rows
- Drawing the game field according to Pythagoras
- Loading the cannon with a bubble
- Firing the bubble
- Letting bubble bounce and stop
- Adjusting bubble position and reloading
- Allowing bubbles to stack
- Detecting bubble chains
- Removing the chain
- Removing unlinked bubbles
- Summary
- Where to go now
- + Chapter 9: BallBalance
- Appendix: Where to Go Now
- Index
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. 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.
Your free to read time expires in minutes. After that you have to pause for an hour.
Test the closed alpha on paperc.com
Book Details
Authors
Categories
Computers > Programming > Games
Publishers
Publication year : 2011
License: All rights reserved ©
Times read: 554

