000 02770nam a22004095i 4500
001 978-1-4302-2615-4
003 DE-He213
005 20140220084459.0
007 cr nn 008mamaa
008 100427s2010 xxu| s |||| 0|eng d
020 _a9781430226154
_9978-1-4302-2615-4
024 7 _a10.1007/978-1-4302-2615-4
_2doi
050 4 _aQA76.6-76.66
072 7 _aUM
_2bicssc
072 7 _aCOM051000
_2bisacsh
082 0 4 _a005.11
_223
100 1 _aFulton, Jeff.
_eauthor.
245 1 4 _aThe Essential Guide to Flash Games
_h[electronic resource] :
_bBuilding Interactive Entertainment with ActionScript 3.0 /
_cby Jeff Fulton, Steve Fulton.
264 1 _aBerkeley, CA :
_bApress,
_c2010.
300 _aXXXIV, 664 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aThe Basic Game Framework -- The Second Game Theory -- Creating an AS3 Game Framework -- Creating Super Click -- Building Games -- Laying The Groundwork for Flak Cannon -- Building the Flak Cannon Game Loop -- Laying the Groundwork for No Tanks! -- Creating the Full No Tanks! Game -- Creating the Color Drop Casual Puzzle Game -- Creating the Dice Battle Puzzle Game -- Blit Scrolling in a Tile-Based World -- Creating an Optimized Post-Retro Game -- Creating a Viral Game: Tunnel Panic.
520 _aThe Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aProgramming Techniques.
700 1 _aFulton, Steve.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430226147
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-2615-4
912 _aZDB-2-CWD
999 _c110029
_d110029