How to use this book


This book introduces you to the world of online gaming, shows where Flash fits into the larger universe of online gaming, shows what it is and isn't good for, and goes into great detail on how to create games using Flash.

Game development isn't all fun and games. It requires a lot of planning, projecting, and imposing logical structures on information. Part 1 introduces you to the general world of gaming, its terminology, and its basic genres. The chapters in Part 2 move through the important concepts that underlie the actual game creation. While not exactly in linear succession, these chapters proceed from the most fundamental of gaming tools (such as trigonometry) to the more complex topics such as collision reactions and the use of artificial intelligence to add complexity and interaction to your games. In the latter portion of Part 2 we introduce chapters on enhancements such as fine-tuning graphics for your games, creating optimal soundtracks, and using high score lists. We end Part 2 with a chapter on understanding (and writing and modifying) an online chat file, without which no online multiplayer game is possible. Wherever you start reading, we'll keep you apprised of what you might need to refer to elsewhere to be sure you are getting the most out of the material.

In Part 3 of the book, armed with the knowledge you've amassed in the several hundred pages leading up to it, you'll work directly with complete games and see exactly what went into them. You'll even see ways you can improve them on your own!

Some of the appendices will guide you through a few complex topics that are intertwined with game design and development but which are, in fact, distinct topics with other applications as well.

We use the following icons to call attention to special sections:

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This indicates a helpful suggestion advice that will help you get the most out of the subject at hand.

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This means "Pay attention; important stuff here!"

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Indicates that you should open a designated file from the CD to follow along with the text.

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Suggests another idea you might want to try in addition to the main point that's being made.

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This arrow refers you to a related section of the book, where the same topic is discussed in more detail.

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This symbol warns you of pitfalls or disadvantages you may encounter in the process being discussed.

The CD-ROM component

The accompanying CD-ROM includes all the example and supporting files necessary to dissect and understand the games discussed in this book. There are also trial versions of ElectroServer and Macromedia Flash MX, as well as 8 additional full and partial games that are not actually dissected in Part 3, but that you can dig into yourself.



Macromedia Flash MX Game Design Demystified(c) The Official Guide to Creating Games with Flash
Macromedia Flash MX Game Design Demystified: The Official Guide to Creating Games with Flash -- First 1st Printing -- CD Included
ISBN: B003HP4RW2
EAN: N/A
Year: 2005
Pages: 163
Authors: Jobe Makar

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