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eBook Macromedia Flash MX Game Design Demystified epub

by Jobe Makar

eBook Macromedia Flash MX Game Design Demystified epub
  • ISBN: 0201770210
  • Author: Jobe Makar
  • Genre: Techno
  • Subcategory: Web Development & Design
  • Language: English
  • Publisher: Macromedia Press; 1 edition (September 19, 2002)
  • Pages: 648 pages
  • ePUB size: 1900 kb
  • FB2 size 1607 kb
  • Formats lrf txt lrf mobi


Jobe Makar I have never read a more thourogh work on this subject in the past 5 years.

This is it! Just about any question you could ask about game programming with actionscript in Flash is here. Starting with a design and math primer (for those of us who didn't pay that much attention in math), this book covers gaming physics, tile-based worlds, isometric games, excellent collision detection and pathfinding algorithims like A, artificial intelligence, creating graphics, playing with sound, multiplayer games (you'll have to decide which server is best for you). I have never read a more thourogh work on this subject in the past 5 years. This book is not really designed for the beginner, as the actionscript is quite advanced and will require knowledge of the basics.

FREE shipping on qualifying offers. It will take you through the process of creating a game in Flash MX 2004. Flash MX 2004 Game Design Demystified Your comprehensive guide to creating games using Flash MX 2004. The first several chapters introduce general processes for creating games.

Flash MX 2004 Game Design DemystifiedYour comprehensive guide to creating . .Macromedia® Flash™ MX Game Design Demystified. Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game. 54 MB·8,959 Downloads·New! and their importance, while also highlighting their dependence on artistic aspects of game design and pro.

Автор: Jobe Makar Название: Macromedia Flash MX 2004 Game Design Demystified Издательство: Pearson . Поставляется из: США Описание: A guide to creating games using Flash MX 2004. It explains the process of creating a game in Flash MX 2004.

Поставляется из: США Описание: A guide to creating games using Flash MX 2004.

Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and more. Then it gets down to the real business of building simple games. So you wanna be a hotshot game designer? Well, if you have a basic grasp of Macromedia Flash MX, you can. Unafraid to tackle some of the more complicated aspects of game creation (including physics and trigonometry!), this comprehensive reference covers it all. Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and more.

A guide to creating games using Flash MX 2004. Jobe Makar has a fantastic didacticism and he still manage to write a pleasant text

A guide to creating games using Flash MX 2004. It introduces general processes for creating games, and looks at some concepts for creating realistic games, which include maths, physics, collision detection, and collision reaction. Jobe Makar has a fantastic didacticism and he still manage to write a pleasant text. It is not necessary to be an advanced programmer to understand the codes, by the way, with the visual examples, even designers pursuing the basics of Actionscript can learn the hints.

Well, if you have a basic grasp of Macromedia Flash MX, you can.

Скачать с помощью Mediaget. com/Macromedia Flash MX Game Design Demystified by Jobe Makar.

Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and . Sorry, this book is no longer in print.

So you wanna be a hotshot game designer? Well, if you have a basic grasp of Macromedia Flash MX, you can. Unafraid to tackle some of the more complicated aspects of game creation (including physics and trigonometry!), this comprehensive reference covers it all. Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and more. Then it gets down to the real business of building simple games. You'll tackle simple-logic and quiz games before moving on to multiplayer and complex-logic games (chess, for example)--learning about importing 3-D graphics, adding sound effects, and licensing your games in the process. The book's companion CD includes the source files for a number of games as well as the tutorials and lessons that go along with the book and XML server software to facilitate multiplayer games. If you're tired of the games that you have and want to make your own action, this book offers comprehensive coverage of sophisticated techniques--but put in easy-to-grasp, practical terms.

Comments: (7)
BORZOTA
The product was as described and the shipping was fast.
Anen
Great book for students, but at this point in time very, very dated. Plus I'd say to stay away with Flash on the out pretty soon.
Neol
I agree with the others that this is the most advanced flash game book without exception. The book is over 620+ pages with very little fluff and no novice turorials or hand holding.
If you have a firm grasp of Flash MX, Actionscripting and using Flash MX as a game platform you cannot do wrong with this book.
However if you are a beginner you will not find the typical basic tutorial sections that expert users loath as a waste of print. If you have not used Flash MX extensivly I reccomend purchasing one of the other titles that do the hand holding to get yourself up to speed before you invest in Flash MX Game Design Demystified.
Good book for the expert user, but not good at all for the beginner.
Karon
I am always skeptical about Computer Game Programming books because they usually offer very little new information or information that couldn't easily been found via Google.
But as I flipped through the book in the bookstore, I discovered the veritable treasure trove of non-time-based collision routines (i.e. circle to circle and circle to line), practical descriptions of isometric representation and A*path-finding. The mathematical proof is presented for those mathematically inclined and for those "less rigerous" folks, the actionscript is included and explained.
The above stuff can easily be applied to other development environments (i.e. Lingo in Director, C++ in WildTangent) and that is the greatest value of this book. It's portability.
Of course, there are very specific Flash tips and hints around the limited computing power of Flash (i.e. design games to reduce collidable objects because the Flash Engine can't perform fast enough) which is valuable for those willing to learn from other's experience.
Also included on the CD-ROM are sample Flash applications like a crossword puzzle, a Multiplayer game (with included Jobe's company's multiuser server) and isometric sample game.
I almost wish to keep the book a secret because it is SO good but I believe Jobe deserves all the credit for delivering such a solid book so I highly recommend buying it!
Uyehuguita
This is a very interesting book from quite a number of angles. The book is strong on discussing Flash centred technique, good on algortihmic tradeoffs but possible a little limited in in its key example. It will definitely help Falsh developers do better. The author is honest about the limitations of Flash as a game developmnet tool. The bottom line is that Flash is good a tightly defined games where some tradeoff with real-time interaction is allowable, but don't expect tthe full functionality (or speed) of a conventional games engine. There is a wealth of useful information in the book. If you have any handle on programming and Actionscript you will gain a lot more by taking timeover this book. The coding is good, and the algorithms are actually meaningful and useful. The author is clear about strengths and limitations of his approach A very rare characteristic of games books.
Fenrikasa
I love this book, though I would not use it as a textbook.

Jobe Makar proudly announces himself as a former physics major. Awesome! But intimidating to present-day students (mine, at least) who are weak in math.

He has beautiful chapters on (for instance) how to handle collision detection, isometric 2-1/2D game viewing, and artificial intelligence. His algorithms work. (With some qualifications, as I've tested them.) But the math is HEAVY.

One other drawback of this book is that it is based on an old version of ActionScript (version 1), which has changed drastically (version 3) since the book was published. When I use classroom demos based on this book, I have to "translate" them into ActionScript 3. Oh, do I wish that Makar would write an update!

So if you feel confident with math, and know your ActionScript well enough to do the updates - buy, read and use this book!
sergant
Let me begin by saying that I consider myself an intermediate Actionscript Programmer and have created several games with Flash, anticipating this book would assist me in my ventures.
At first glance this book seems terrific. You get a large collection of games that vary in genres. Even more appealing is the multiplayer game support.
But when you read more into you discover in the first chapters, most of it is understandable (even the physics and trigonometry) but even with your first game, you can run into troubles. I purchased this book interested in the multiplayer games. I had never done anything with this genre and wasn't sure how players could connect with one another. I discovered how its done, but the games are written with the author's program, Electroserver. This didn't bother me except that the demo included on the disk can only support five members at any one time. A little investigation on the site and I became more disappointed. To have the minimum on the license is 50 people for a whopping $299. Also the Tic-Tac-Toe example is a free download off this page. This made me wonder if the author was filling blank pages.
The book has its high points, especially the pinball and platform game. It also has its low points, such as the rapid bombardment of Actionscript (as someone else put it, little fluff), as well as the electroserver problem.
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