Flash 5 Games Studio / Edition 1

Flash 5 Games Studio / Edition 1

by Sham Bhangal, Glen Rhodes, David Doull, Igor Choromanski
     
 

ISBN-10: 1903450675

ISBN-13: 9781903450673

Pub. Date: 03/31/2001

Publisher: Apress

These days people are looking to the Internet for its gaming possibilities. Whether it's real-time role-playing you're after with 30,000 of your closest friends, or just a solitary round of crazy golf, the most versatile piece of web animation software just made itself more approachable for designing games!

This book takes us deep, deep down into the realms of

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Overview

These days people are looking to the Internet for its gaming possibilities. Whether it's real-time role-playing you're after with 30,000 of your closest friends, or just a solitary round of crazy golf, the most versatile piece of web animation software just made itself more approachable for designing games!

This book takes us deep, deep down into the realms of game design, and hunts out the features that are really going to evolve your Flash skills into full-on game wizardry. We are going to discuss what makes a good game, and what makes a great game. We grapple with the concepts of 3D and how to get Flash to produce cutting-edge game environments, while keeping our sensible shoes on by reducing those file sizes and download times. We conduct a battle of wits with artificial intelligence, and have a good crash around with some collision detection in platform games. All in all, we are pushing Flash to its breaking point to see what lies beyond.

The Studio series assumes you already know your way around Flash's basics, and it aims to boost your knowledge and help you master some advanced techniques. Flash 5Games Studio draws its inspiration from the full spectrum of Flash's capabilities. Amongst other things, it explores:

  • Refining methods of graphic creation to speed up game performance
  • Using ActionScript techniques for player control and environmental reactions
  • Mastering the sound capabilities with interactive soundtracks
  • Using data packets and sockets to develop multiplayer games

What you’ll learn

Who this book is for

If you want to turn your open-ended Flash animations into challenging, high-quality games, then this is the book for you. You will benefit from it if you are:

  • A Flash user who wants to get comfortable with the most important and useful ActionScript commands
  • A Flash user who wants to push the software to the edge of its capabilities, and stretch your knowledge base to its limit
  • A Flash-savvy game designer who wants to venture into the realms of web-based gaming

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Product Details

ISBN-13:
9781903450673
Publisher:
Apress
Publication date:
03/31/2001
Edition description:
2001
Pages:
500
Product dimensions:
7.50(w) x 9.00(h) x 1.64(d)

Table of Contents

Layout Conventions2
Code Download4
Support4
1Introduction to Gaming7
What Makes a Good Game?19
Final Thoughts31
2Optimizing Graphics for Games35
A Day in the Life of a Frame37
The Price of Graphics37
The Price of Vectors43
Simply Simplifying70
File Optimization: Sweetening the Download72
Final thought: Think ahead78
3Flash's Built in Objects81
Defining an Object82
Objects for Games84
Getting Intimate with the Movie Clip89
Conclusion108
4Event Handling111
Event Handling112
The onClipEvent Function112
User Interaction113
Button Event Handlers115
Event Handlers Applied120
Custom Controls122
Spawning and Initialization136
Collision Detection142
Timer146
Death147
Conclusion149
5Turn Based Games and Advanced Logic152
Game Definition Fundamentals153
Coding a Turn-Based Game162
Summary192
6Structured Real Time Programming195
Structured Real-Time Programming196
Getting Ready for Real Time196
The Need for Speed196
GameWorlds and GameSprites204
Examples of Our gameWorld206
Tennis206
Our Flash Timelines215
Example 2Building a Scrolling Shoot 'Em Up230
The Indivividual Objects237
Cs Turn263
How it works264
The arms Movie Clip275
7Designing a Platform Game Construction Kit281
The Platform Game282
How the Game Works283
Building a Level Editor295
The Data Structure for Levels307
Displaying Levels310
Exending the Level Editor311
Adapting the Game Engine312
8Interactive Sound317
Why Games are Different318
Basic Sound Scripting Actions321
Applying Sound to a Game325
Sound Hierarchies - Targeting334
Conclusion349
9Music in Games353
Aspects of Music355
What Works?358
When and What to Play360
Software360
Music in Flash361
Exporting Music From Flash362
10Understanding Artificial Intelligence379
A Being of Your Own380
Your First Virtual Pet382
Conclusion398
11The Third Dimension402
Faking it403
Manic Bounce417
Star Cruiser427
Isometric 3D446
Summary454
12Real 3D457
Square One458
Drawing Things468
Rendering a Shape471
Sprites492
13Ultimate 3D507
Limitations of Flash510
The Flash Polygon Engine511
Making it 3D520
Speed Considerations for Games526
Cs Mech Attack529
The Story So Far530
What's Going on in the Game532
The Game541
Finishing Up591
Conclusion592
14Online Data595
What is PHP?596
What is mySQL?597
Reading Minds with Flash and PHP597
Keeping the score608
Systems Architecture624
15Multi Layer Applications624
Multiplayer Flash629
The Game638
The Socket Object656
Synchronization675
Conclusion678
Director Afterword681
Director for Flash Users682
Index695

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