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	<title>Real World Flash Game Development &#187; Chapters</title>
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	<link>http://www.flashgamebook.com</link>
	<description>A book companion site by Chris Griffith</description>
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		<title>Chapter 16</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-16-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-16-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:40 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=62</guid>
		<description><![CDATA[In 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 16 Files]]></description>
			<content:encoded><![CDATA[<p>In 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.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_16.zip">Chapter 16 Files</a></p>
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		<slash:comments>0</slash:comments>
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		<title>Chapter 17</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-17-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-17-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:40 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=66</guid>
		<description><![CDATA[Once you&#8217;ve gotten through the core of the development process, it&#8217;s time to start debugging and optimizing.  This is the subject of Chapter 17.  I&#8217;ll discuss techniques and utilities to aid in debugging, as well as thoughts on ways to optimize your code. Chapter 17 Files]]></description>
			<content:encoded><![CDATA[<p>Once you&#8217;ve gotten through the core of the development process, it&#8217;s time to start debugging and optimizing.  This is the subject of Chapter 17.  I&#8217;ll discuss techniques and utilities to aid in debugging, as well as thoughts on ways to optimize your code.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_17.zip">Chapter 17 Files</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Chapter 18</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-18-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-18-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:40 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=68</guid>
		<description><![CDATA[In the final chapter of the book, we&#8217;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. Chapter 18 Files]]></description>
			<content:encoded><![CDATA[<p>In the final chapter of the book, we&#8217;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.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_18.zip">Chapter 18 Files</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Appendix A</title>
		<link>http://www.flashgamebook.com/2009/07/26/appendix-a-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/appendix-a-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:40 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=70</guid>
		<description><![CDATA[In this companion appendix to Chapter 14, we&#8217;ll look at the code behind some examples utilizing the camera and microphone features of Flash.  If you&#8217;ve never worked with either of these features, this is a good primer before jumping into the game code. Appendix A Files]]></description>
			<content:encoded><![CDATA[<p>In this companion appendix to Chapter 14, we&#8217;ll look at the code behind some examples utilizing the camera and microphone features of Flash.  If you&#8217;ve never worked with either of these features, this is a good primer before jumping into the game code.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Appendix_A.zip">Appendix A Files</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Appendix C</title>
		<link>http://www.flashgamebook.com/2009/07/26/appendix-c-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/appendix-c-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:40 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=74</guid>
		<description><![CDATA[In this appendix we look at some examples using JSFL, the scripting language for controlling the Flash IDE.  We&#8217;ll learn how to create some useful examples which can speed up development time by reducing repetitive tasks. Downloadable Chapter Appendix C Files]]></description>
			<content:encoded><![CDATA[<p>In this appendix we look at some examples using JSFL, the scripting language for controlling the Flash IDE.  We&#8217;ll learn how to create some useful examples which can speed up development time by reducing repetitive tasks.</p>
<p><a href="http://www.flashgamebook.com/files/chapters/RWFGD-Appendix_C.pdf" target="_blank">Downloadable Chapter</a></p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Appendix_C.zip">Appendix C Files</a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Chapters 12 &amp; 13</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapters-12-and-13-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapters-12-and-13-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:43:21 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=56</guid>
		<description><![CDATA[In 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 12 Files Chapter 13 had no associated files.]]></description>
			<content:encoded><![CDATA[<p>In 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.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_12.zip">Chapter 12 Files</a></p>
<p>Chapter 13 had no associated files.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Chapter 6</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-6-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-6-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:42:46 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=41</guid>
		<description><![CDATA[Chapter 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 [...]]]></description>
			<content:encoded><![CDATA[<p>Chapter 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 <a href="http://blog.greensock.com/tweenmaxas3/" target="_blank">GreenSock Tweening Platform</a> for doing animations that are not directly game mechanic-driven.</p>
<p>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&#8217;s continue to support it as the standard tweening platform for AS3.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_6.zip">Chapter 6 Files</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.flashgamebook.com/2009/07/26/chapter-6-1sted/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Chapter 7</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-7-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-7-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:42:46 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=44</guid>
		<description><![CDATA[Chapter 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 7 Files]]></description>
			<content:encoded><![CDATA[<p>Chapter 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.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_7.zip">Chapter 7 Files</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.flashgamebook.com/2009/07/26/chapter-7-1sted/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Chapter 8</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-8-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-8-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:42:46 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=46</guid>
		<description><![CDATA[Video 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&#8217;ll create a CutsceneManager class that will be used to simplify the process of loading video in Flash. Chapter 8 Files]]></description>
			<content:encoded><![CDATA[<p>Video 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&#8217;ll create a CutsceneManager class that will be used to simplify the process of loading video in Flash.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_8.zip">Chapter 8 Files</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.flashgamebook.com/2009/07/26/chapter-8-1sted/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Chapter 9</title>
		<link>http://www.flashgamebook.com/2009/07/26/chapter-9-1sted/</link>
		<comments>http://www.flashgamebook.com/2009/07/26/chapter-9-1sted/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 03:42:46 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Book]]></category>
		<category><![CDATA[Chapters]]></category>

		<guid isPermaLink="false">http://www.flashgamebook.com/?p=48</guid>
		<description><![CDATA[Chapter 9 deals with using external data, specifically XML, as a source for your game&#8217;s content.  We&#8217;ll dissect a crossword puzzle game to see how XML provides a flexible, re-usable container for text-based elements. Chapter 9 Files]]></description>
			<content:encoded><![CDATA[<p>Chapter 9 deals with using external data, specifically XML, as a source for your game&#8217;s content.  We&#8217;ll dissect a crossword puzzle game to see how XML provides a flexible, re-usable container for text-based elements.</p>
<p><a href="http://www.flashgamebook.com/files/source/RWFGD-Chapter_9.zip">Chapter 9 Files</a></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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