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The Essential Guide to Flash Games (eBook)

Building Interactive Entertainment with ActionScript
eBook Download: PDF
2010 | 1st ed.
XXXIV, 664 Seiten
Apress (Verlag)
978-1-4302-2615-4 (ISBN)

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The Essential Guide to Flash Games - Jeff Fulton, Steve Fulton
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The 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.


Steve Fulton and Jeff Fulton are twin brothers who have worked in the web game industry for the past ten years. Together they have designed, programmed, and developed over 200 Flash games of every imaginable genre for the corporate, indie, and viral Flash game markets. The brothers run the popular and influential Flash/retro game development site 8-Bit Rocket (http://8bitrocket.com) They update the site daily with news, tutorials, games, and musing about Flash and the viral Flash game world.
The 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.

Steve Fulton and Jeff Fulton are twin brothers who have worked in the web game industry for the past ten years. Together they have designed, programmed, and developed over 200 Flash games of every imaginable genre for the corporate, indie, and viral Flash game markets. The brothers run the popular and influential Flash/retro game development site 8-Bit Rocket (http://8bitrocket.com) They update the site daily with news, tutorials, games, and musing about Flash and the viral Flash game world.


The Second Game Theory
Creating an AS3 Game Framework
Creating Super Click
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

"Chapter 3 Creating Super Click (p. 99-100)

We have spent a good portion of this book creating a game framework, but so far, we don’t have much to show for it. We will now create a simple game that makes use of the framework as a demonstration. Let’s take a deep dive into our first example game, Super Click. It is a simple game that is similar to many early Flash viral games. It is not original by any means, but the main point we want to demonstrate here is how the Game and Main classes interact.

To do this, we’ll first discuss the elements we need for the game in a simple technical design specification. Next, we will discuss how we tie all of this together into a set of functions to actually create a game. Before we start with the code, we will lay out a very simple technical design document for our game. This document will be used to modify create a Main.as class for Super Click that extends the GameFrameWork.as class. It will also be used to create the SuperClick.as class file that will extend the Game.as framework class.

Creating a Super Click game design specification

We are going to create a simple game technical specification document. It will describe basic game play, but more importantly it will describe how we are going to plan on implementing the game logic. There is nothing wrong with just jumping in and starting to code a game for fun. Experimentation can bring you great rewards, but when you start to design a game that you want to sell or especially one that might be for a client, you will want to plan out the game logic at least to some degree before you jump in and start coding.

Defining the game basics


The game basics will describe the idea behind the game and the general game play fundamentals.

- Game name: Super Click
- Game objective: Click the good circles, and avoid clicking the bad circles.
- Game play description: Blue and red circles will start to appear on the screen. They start small and get bigger, finally disappearing when they have reached a certain size. The player must avoid the red circles and click the blue circles. The quicker the player clicks a blue circle, the more points are awarded. If the player does not click enough circles on a level, the game will be over. It the player clicks a red circle that game will also be over."

Erscheint lt. Verlag 28.4.2010
Zusatzinfo XXXIV, 664 p.
Verlagsort Berkeley
Sprache englisch
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Web / Internet
Schlagworte ActionScript • Adobe Flash • Artificial Intelligence • Complexity • Control • Framework • techniques
ISBN-10 1-4302-2615-3 / 1430226153
ISBN-13 978-1-4302-2615-4 / 9781430226154
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