Macromedia Flash MX 2004 Games Most Wanted
 

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Macromedia Flash MX 2004 Games Most Wanted

by friends of ED

$39.99
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Sales Rank:386837 (lower is better)
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Label:friends of ED
UPC:689253153604
Pages:272
Binding:Paperback
Publication Date:2003-11-10
Published By:friends of ED
ASIN:1590592360
Category:Book

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Editorial Reviews and Product Descriptions

Product Description

Flash MX 2004 Games Most Wanted presents a definitive selection of game design techniques using the latest version of Macromedia Flash &emdash; now the industry standard for creating multimedia applications, used by over one million professionals. Each chapter covers a distinct area of online gaming, describing the design and development of a finished Flash game. The book delivers as many complete example games as possible and is packed full of the most wanted tips, tricks, and techniques to demonstrate exactly how to produce exciting and interactive games. This is an inspiring sample of all the very best techniques that professional Flash game designers are using today. Summary of Contents:
  • Chapter 1 Logic
  • Chapter 2 Character Animation & Personality
  • Chapter 3 Collisions and Friction
  • Chapter 4 Gravity and Physics
  • Chapter 5 Control
  • Chapter 6 Sound
  • Chapter 7 Retro Games
  • Chapter 8 Racing
  • Chapter 9 Online Gaming. This chapter is provided as a bonus chapter here.

Customer Reviews

Very disappointing! - Reviewed on 2005-06-24
*
5 customers found this review helpful.

Honestly this book is a steer clear. Sure it has some examples that are usefull but the explanation of the code is horrible. For someone like myself who has experience in Java, C++, PHP, VB.NET, HTML and more i found this book very difficult to follow and understand.

I have since got FlashMX game design Demystified by Jobe Makar and would have to say 5 stars for that book. That explains everything properly and even teaches you the basics in mathematics and physics which was a good brush up for myself. I also like his use of OO programming so that code is resuable and he also goes lightly into using xml for building objects such as levels.
Nice physical effects - Reviewed on 2004-06-06
* * * *
17 customers found this review helpful, 3 did not.

As a physicist, I immediately turned to the parts that incorporate physics. Like the friction of a billiard ball on a pool table. I grew up on Pong, and the rich texturing here is so amazingly removed from that! The discussions on how to collide two balls may not be fully correct to someone who had to deal with impact parameters in classical and quantum mechanics. But it suffices well in the book's simulations.

Another chapter deals with using gravity, and will be useful to some of you. Takes the mystery out of incorporating at least a simple gravity in your games. Maybe it is nothing profound, but the results are very slick. And achieved with relatively little source code, which is thoroughly explained in the narrative.

The level of detail of the physical simulations here does not approach that of some games by Activision and Electronic Arts, of course. But those are games developed with multimillion dollar budgets and teams of programmers. This book is suitable for you to develop a game by yourself.

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