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Real-World Flash Game Development, 2nd Edition by Christopher Griffith

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6

MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS

CHAPTER OUTLINE

A Better File Format

A Few Words about Organization

Working with Graphics

Raster Formats to Use

Compression

Smoothing

Deblocking

External Image Tools

Key Points to Remember

While code is certainly a huge part of most games, the assets the code manipulates (art, sounds, text) are usually equally important. In all previous versions of Flash, all binary resources were stored in a proprietary format known as FLA. Unlike most programming languages where such resources reside as individual files separate from the code, every Flash file has an associated library that contains all the assets that will get bundled into the SWF at compile time. Luckily for us, this is one of the biggest and ...

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