-
Chapter 16
Posted on July 26th, 2009 No commentsIn Chapter 16, we build upon the foundation laid in Chapter 14. We take the MixUp puzzle game and convert it to work as a two-player game, utilizing the new RTMFP feature in Flash Player 10. We channel two camera feeds between users to add a whole new dimension to the game.
-
Chapter 17
Posted on July 26th, 2009 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 Chapter 17. I’ll discuss techniques and utilities to aid in debugging, as well as thoughts on ways to optimize your code.
-
Chapter 18
Posted on July 26th, 2009 No commentsIn the final chapter of the book, 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.
-
Appendix A
Posted on July 26th, 2009 No commentsIn this companion appendix to Chapter 14, 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.
-
Appendix C
Posted on July 26th, 2009 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.
-
Chapters 12 & 13
Posted on July 26th, 2009 No commentsIn Chapters 12 and 13 we look at issues surrounding code structure, like design patterns and basic standards. We look at a couple of effective models for organizing your classes in preparation for the big projects in Chapters 14 and 15.
Chapter 13 had no associated files.
-
Chapter 6
Posted on July 26th, 2009 4 commentsChapter 6 is about animation, both tweened and programmatic. First we cover how to do simple motion to control enemy ships in a shooter game. The second half of the chapter involves usage of the GreenSock Tweening Platform for doing animations that are not directly game mechanic-driven.
Unpaid plug: If you go on to use TweenLite/TweenMax, please contribute some amount of money to the project. Jack Doyle maintains and updates it well, mainly because others have given him incentive to do so through their donations. Let’s continue to support it as the standard tweening platform for AS3.
-
Chapter 7
Posted on July 26th, 2009 5 commentsChapter 7 covers the use of audio in Flash. In addition to discussing formats and compression, we walk through the creation of a sound managing class that can be re-used in future projects.
-
Chapter 8
Posted on July 26th, 2009 1 commentVideo is the topic of Chapter 8, including both how to prepare and compress it, as well as using it as cutscenes or a replacement for image sequences. We’ll create a CutsceneManager class that will be used to simplify the process of loading video in Flash.
-
Chapter 9
Posted on July 26th, 2009 1 commentChapter 9 deals with using external data, specifically XML, as a source for your game’s content. We’ll dissect a crossword puzzle game to see how XML provides a flexible, re-usable container for text-based elements.


