Real World Flash Game Development
A book companion site by Chris Griffith-
Update to example files
Posted on November 12th, 2011 1 commentA reader recently pointed out to me that the SoundEngine files in the example archive were those from the 1st Edition. Somehow my updates got overwritten when pulling all of it together. I have made the necessary updates and re-posted the ZIP file. If you’ve gotten the files already, I suggest re-downloading this new archive so it matches the text. If anyone else comes across areas where the book and the files don’t match, please write me at chris [at] flashgamebook.com and I will fix it and post an update.
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All kinds of new content!
Posted on May 8th, 2011 1 commentOkay patient readers, you can now find new site pages for all of the chapters in the 2nd edition. Those from the 1st edition still exist but have had their permalinks modified. You’ll particularly want to note all of the new downloadable chapters and appendices. There are 7 PDFs in total. Some of them are remnants of the 1st edition that got evicted by the scalpel of my editors, and a couple of them are entirely new content that suffered the same fate. Their loss is your gain – download all of them today!
Oh, and I promise a visual facelift is still forthcoming, but after the tedious process of adding all of these posts I’m drained of any creative energy. Soon…
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Appendix D
Posted on May 8th, 2011 No commentsA brand new appendix for the 2nd Edition, this section will guide you through much of the setup of a high score database table using AMFPHP. It assumes some server-side knowledge and site hosting skills, and its material pairs with Chapter 15 in the printed book.
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Appendix C
Posted on May 8th, 2011 No commentsIn this appendix we look at some examples using JSFL, the scripting language for controlling the Flash IDE. We’ll learn how to create some useful examples which can speed up development time by reducing repetitive tasks.
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Appendix B
Posted on May 8th, 2011 No commentsAppendix B details localizing a game for different languages. We take the MixUp game from Chapter 13 and create a set of languages for it using the Strings panel and the Locale class.
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Appendix A
Posted on May 8th, 2011 1 commentIn this companion appendix to Chapter 13, we’ll look at the code behind some examples utilizing the camera and microphone features of Flash. If you’ve never worked with either of these features, this is a good primer before jumping into the game code.
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Bonus Online Chapter 3
Posted on May 8th, 2011 No commentsIn this brand-new bonus chapter for the 2nd edition, I do a full introduction to mobile development by building a couple of very simple test apps. I highly recommend reading this section before delving into Chapters 15 and 16 in the full book.
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Bonus Online Chapter 2
Posted on May 8th, 2011 No commentsIn this 2nd bonus section of the book (chapter 18 in the 1st edition), we’ll examine the security aspects of Flash and what you can do to protect your data, your code, and your hard work from hacker jerks.
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Bonus Online Chapter 1
Posted on May 8th, 2011 No commentsOnce you’ve gotten through the core of the development process, it’s time to start debugging and optimizing. This is the subject of the first online-only chapter, formerly Chapter 17 in the 1st edition. I’ll discuss techniques and utilities to aid in debugging, as well as thoughts on ways to optimize your code.
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Chapter 16
Posted on May 8th, 2011 2 commentsThe 2nd mobile example, this chapter covers the creation of an Air Hockey game with physics and multi-touch input for Android-based devices.


