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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity ReviewYou should have some Actionscript 3.0 experience before you dig into this book. The user level on the back of the book says intermediate to advanced and they mean it! You will also need CS4 to be able to open the downloadable files. I could not open them on my CS3 machine.
This book covers a lot of topics I have not found in other AS books. Some examples are event propagation, dispatching events, E4X, getter/setter methods and protected variables. The chapters are very intense and delve more deeply into the workings of AS 3.0. If you want to know how and why Actionscript does what it does this is the book for you.
Real World also directs you to adopt best practices. This should keep you from developing bad habits and allow you to author modular code that could be easily modified.
The final game in the book is a platform game. You can learn how to load external SWFs containing the game's assets at runtime. This concept is very different from other game tutorials I have worked with.
I would recommend Actionscipt 3.0 Game Programming University if you haven't done any game programming. It has a much gentler approach to game programming.
Real World Flash Game Development should be an important addition to every game developer's bookshelf.
Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity OverviewThis 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. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.*Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development.* Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
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