Macromedia Flash Professional 8 Game Development, w. CD-ROM
(Sprache: Englisch)
If you want to take your Flash Professional 8 skills to a new level while learning how to produce games that rival anything available on the web, this is the book for you. Macromedia Flash Professional 8 Game Development is written by a professional game...
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Klappentext zu „Macromedia Flash Professional 8 Game Development, w. CD-ROM “
If you want to take your Flash Professional 8 skills to a new level while learning how to produce games that rival anything available on the web, this is the book for you. Macromedia Flash Professional 8 Game Development is written by a professional game developer. Using the power of Flash and the most recent advancements in ActionScript, the book progresses through the entire development process to teach programmers and Web developers how to create professional quality games quickly.It teaches techniques for producing fast 3D effects that can be used with "cheat" techniques to produce powerful, high-performance results. It details the actual science of game development, including design, character development, the physics and motion of a game, and audio issues. And in this new edition, all of the latest features of Flash Professional 8 are covered, including the new sound channels, bitmap caching, texture pages, and more.
The book covers many advanced topics in a simple, easy tounderstand way. It emphasizes the incredible power of the new BitmapData class and teaches how it can be used to take the performance of Flash games to a whole new level. It has never been easier to get right down to the pixel level and manipulate things at blazing speeds, making previously impossible games a breeze to make. So get to your computer, insert the CD-ROM, and prepare to begin your journey into the world of Flash Professional 8 game development.
Inhaltsverzeichnis zu „Macromedia Flash Professional 8 Game Development, w. CD-ROM “
Chapter 1: The Flash 8 RenaissanceChapter 2: The Elements of Game Design
Chapter 3: Whack a Capsule
Chapter 4: Block Breaker
Chapter 5: Moon Fighter
Chapter 6: Sound for Games
Chapter 7: Sound Hunter
Chapter 8: Saving Data
Chapter 9: Optimization for Games
Chapter 10: The Optimized Game: AA Bomb
Chapter 11: Bitmpas, The Bitmap Data Object, and Bitmap Art
Chapter 12: Jungle Adventure
Chapter 13: Physics for Games
Chapter 14: Mars Racer
Chapter 15: Creating Standalone Games
Chapter 16: Portable Games
Chapter 17: Entering the Third Dimension
Chapter 18: The 3D Game: Asteroid Run
Chapter 19: ActionScript for Games Primer
Chapter 20: The Future of Games
Appendix: About the CD-ROM
Bibliographische Angaben
- Autor: Glen Rhodes
- 2007, 2nd ed., XII, 515 Seiten, mit Abbildungen, Maße: 23,5 cm, Kartoniert (TB), Englisch
- Verlag: Charles River Media
- ISBN-10: 1584504870
- ISBN-13: 9781584504870
Sprache:
Englisch
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