Flash Game Development by Example

Book Description

Build 10 classic Flash games and learn game development along the way

  • Build 10 classic games in Flash. Learn the essential skills for Flash game development.
  • Start developing games straight away. Build your first game in the first chapter.
  • Fun and fast paced. Ideal for readers with no Flash or game programming experience.Topic
  • The most popular games in the world are built in Flash.

In Detail

You can't call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.

Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic games. Each game introduces new game development skills, techniques, and concepts. By the end of the book you will have built ten complete games – and have the skills you need to design and build your own game ideas.

The book starts with simple well known puzzle games: Concentration and Minesweeper. After learning the basics of game design you’ll introduce AI with a four-in-a-row game. Then as you build your own versions of old arcade games such as Snake, Tetris, and Astro Panic. The book ends with a collection of modern casual classics.

Build the classic and modern games that will turn you into a capable Flash games developer.

Table of Contents

  1. Flash Game Development by Example
    1. Flash Game Development by Example
    2. Credits
    3. About the Author
    4. About the Reviewers
    5. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    6. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Errata
        2. Piracy
        3. Questions
    7. 1. Concentration
      1. Defining game design
      2. Setting stage size, frame rate, and background color
      3. Welcome to Concentration ("Hello World")
      4. Creating the tiles
      5. Adding randomness: shuffling the tiles
      6. Placing the tiles on stage
      7. Picking tiles
      8. Checking for matching tiles
      9. Making the player see what happened
      10. Preventing the player from cheating
      11. Fine-tuning the game: adding educational content
      12. Summary
      13. Where to go now
    8. 2. Minesweeper
      1. Defining game design
      2. Creating the empty field
      3. Placing the mines
      4. Adding the digits
      5. Optimization needed
      6. Placing tiles on stage
      7. Showing tile contents
      8. Auto showing adjacent empty tiles
      9. Flagging tiles
      10. Timer and game over
      11. No sudden death
      12. Summary
      13. Where to go now
    9. 3. Connect Four
      1. Defining game design
      2. The game field
      3. Showing smooth animations
      4. Splitting the code
      5. Adding the board
      6. Placing the board to stage
      7. Creating more classes
      8. Placing the disc
      9. Moving the disc
      10. Applying game rules
      11. Checking for possible columns
      12. It's raining discs
      13. Determining a cell value (if any)
      14. Making your move
      15. Waiting for the disc to be added to stage
      16. Checking for victory
      17. Animating discs
      18. The animation itself
      19. Making computer play
      20. Unleashing CPU power
      21. Playing with AI: defensive play
      22. Summary
      23. Where to go now
    10. 4. Snake
      1. Defining game design
      2. Array-based games versus Movie Clip-based games
      3. Preparing the field
      4. Drawing the graphics
      5. Placing the snake
      6. The snake itself
      7. Simplifying the code
      8. Letting the snake move
      9. Controlling the snake
      10. Placing fruits
      11. Eating fruits
      12. Making the snake grow
      13. Placing walls
      14. Making the snake die
      15. Summary
      16. Where to go now
    11. 5. Tetris
      1. Defining game design
      2. Importing classes and declaring first variables
      3. Drawing game field background
      4. Drawing a better game field background
      5. Creating the tetrominoes
      6. Placing your first tetromino
      7. Moving tetrominoes horizontally
      8. Moving tetrominoes down
      9. Managing tetrominoes landing
      10. Managing tetrominoes collisions
      11. Rotating tetrominoes
      12. Removing completed lines
      13. Managing remaining lines
      14. Making tetrominoes fall
      15. Checking for game over
      16. Showing NEXT tetromino
      17. Summary
      18. Where to go now
    12. 6. Astro-PANIC!
      1. Defining game design
      2. Creating the game and drawing the graphics
      3. Adding and controlling the spaceship
      4. Adding a glow filter
      5. Making spaceship fire
      6. Making the bullet fly
      7. Adding enemies
      8. Moving enemies
      9. Being killed by an enemy
      10. Killing an enemy
      11. Killing an enemy— for good
      12. Killing an enemy— with style
      13. Advancing levels
      14. Managing current score and high score
      15. Saving data on your local computer
      16. Summary
      17. Where to go now
    13. 7. Bejeweled
      1. Creating documents and objects
      2. Placing the gems
      3. Placing the gems for real
      4. Selecting a gem
      5. Preparing to swap gems
      6. Swapping gems
      7. Swapping gems for real
      8. Selecting which gems to remove
      9. Removing gems
      10. Making gems fall
      11. Adding new gems
      12. Dealing with combos
      13. Giving hints
      14. Summary
      15. Where to go now
    14. 8. Puzzle Bobble
      1. Creating documents and assets
      2. Placing and moving the cannon
      3. Drawing the game field
      4. Drawing the game field with alternate rows
      5. Drawing the game field according to Pythagoras
      6. Loading the cannon with a bubble
      7. Firing the bubble
      8. Letting bubble bounce and stop
      9. Adjusting bubble position and reloading
      10. Allowing bubbles to stack
      11. Detecting bubble chains
      12. Removing the chain
      13. Removing unlinked bubbles
      14. Summary
      15. Where to go now
    15. 9. BallBalance
      1. Creating files and assets
      2. Adding the balance
      3. Choosing where to drop spheres
      4. Dropping the spheres
      5. Stacking spheres
      6. Removing spheres
      7. Adjusting floating spheres
      8. Moving the balance
      9. Summary
      10. Where to go now
    16. A. Where to Go Now

Product Information

  • Title: Flash Game Development by Example
  • Author(s): Emanuele Feronato
  • Release date: March 2011
  • Publisher(s): Packt Publishing
  • ISBN: 9781849690904