Résumé
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.
Assuming you have a reasonable knowledge of Flash 5, this book will increase your skill-set and fire your imagination by offering a collection of new approaches and advanced techniques. The only thing more entertaining than playing games is creating them. Now, the only limit is your imagination. Enter the Studio and start taking fun seriously.
Table of Contents
- Chapter 1: Introduction to Gaming
- Chapter 2: Optimizing Graphics for Games
- Chapter 3: Flash's Built-in Objects
- Chapter 4: Event Handling
- Chapter 5: Turn-Based Games and Advanced Logic
- Chapter 6: Structured Real-Time Programming
- Case Study 1: Turn
- Chapter 7: Designing a Platform Game Construction Kit
- Chapter 8: Interactive Sound
- Chapter 9: Let there be Music
- Chapter 10: Understanding Artificial Intelligence
- Chapter 11: The Third Dimension
- Chapter 12: Real 3D
- Chapter 13: Ultimate 3D
- Case Study 2: Mech Attack
- Chapter 14: Online Data
- Chapter 15: Multiplayer Applications
- Afterword: Director for Flash Users
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Friendsof ED |
Parution | 01/09/2001 |
Nb. de pages | 726 |
Format | 19 x 23 |
Couverture | Broché |
Poids | 1239g |
Intérieur | Noir et Blanc |
EAN13 | 9781903450673 |
ISBN13 | 978-1-903450-67-3 |
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