amazon.com:
Creating games with Macromedia Flash MX 2004 is a rewarding endeavor for aspiring and seasoned programmers alike. With its quick download time, cross-platform deployment, ease of use, and power, Flash is quickly becoming the program of choice or online game development. The use of vector graphics also makes the games scalable for any resolution from full screen to cell phone.
Intended for both game and Web developers, Macromedia Flash MX 2004 Game Development teaches developers how to maximize Flash for the creation of online and standalone games. The entire development process is covered, from design, story and character development, to the physics and motion of a game, audio issues, optimization, and deployment. As you work through the book, youll create eight fun games as you learn and apply the tools of Flash. After completing these projects, youll be ready to produce your own high-quality games, and youll have the skills needed to take on more complex games.
KEY FEATURES
* Covers the essential elements of good game design, including challenge, reward, plot, story, and motivation
* Explains advanced topics in an easy-to-understand way, such as physics, collision detection, and more
* Provides specific tricks for game optimization including bitmaps versus vectors, and details game performance enhancement ideas
* Details the various issues of multi-platform development for the PC, Mac, and handheld/ wireless devices
* Teaches how to develop standalone games with executables stored on the local hard drive
* Explains how to develop games for mobile devices such as the Pocket PC
* Teaches a variety of enhancement topics, including adding sound, saving data, and 3D graphics
* Uses eight games to teach the essentials skills and tools of Flash game programming, including Whack a Capsule, Block Breaker, Moon Fighter, Sound Hunter, Word Search, Mars Racer, AA Bomb, and Asteroid Run
* Includes an ActionScript for games primer
Probably one of the best Flash books I’ve read so far.
01 Jul 2007 @ amazon.com
In the early chapters, this book uses a tutorial styled approach with numbered steps. The approach eventually changes to discussion and examination of game code broken into short sections. As the book states, this is a "look at and learn" approach. Some of the topics discussed include: sound, physics, optimization, and games for mobile devices. The included CD has the usual .fla sources files, trial software, images and other miscellaneous game files.
The book starts with an interesting and quite original history of gaming. Although a short section, I have never heard a history described like this before. The first game, a standard mouse clicker, is introduced in Chapter 3. In general, this book used fun and historically familiar games like block breakers, memory and various scrolling and shooting games. Only the basic foundation of each game was covered. However, expanding the games with levels, modes of play or options should not be a problem for most. Chapter 8 on "Saving Data" covered some more useful and new material for me. Sadly, this was the first time learning that Flash uses browser like cookie files (.sol) to save data. When it came to physics, the chapters were straight to the point with what equations to use and what they do with plenty of examples. There was no Trigonometry overview (sometimes from the beginning) that some books might use. While not for everyone, I actually preferred this direct approach to physics and math. Two chapters were dedicated to handling basic 3D using 2D imagery, including the final and most complex game in the book. This game, called "Asteroid Run," brought Flash to its limits while demonstrating a simple 3D shooter. All the code and concepts in the chapters were explained clearly and included plenty of screen shots when needed. Surprisingly, it seemed as if every line of code had at least a sentence or two of related explanation. Many books might just reference a previous page or CD to save space. This book, conversely, would never hesitate to repeat code to make it easier to read and understand.
I only came across a few issues and problems with this book. First, the steps provided for creating the graphics were a bit inconsistent. Early on, they assume very little knowledge (think baby steps). However, the graphics increase in difficulty and just become too time consuming to create. Typically, I prefer blank or codeless project files with the graphics created as is the case with most books. In the chapter for saving data, the path listed for the .sol files was incorrect. It probably varies by system, but on my Windows XP SP2 machine it was in: "C:\Documents and Settings\UserName\Application Data\Macromedia\FlashPlayer\#SharedObjects\KDXDVGHB\localhost\)." Also, the shuffle function for the "Sound Hunter" game in Chapter 7 did not work based on either the printed code or on the CD. Finally, sometimes code snippets, that were supposed to be the same, differed a bit when repeated throughout a chapter (i.e. a function call appearing or disappearing). Ultimately, this is another book where a companion website with an errata sheet would have helped.
Although the difficulty level was inconsistent at times, this book is probably fine for beginner to intermediate level users as the back cover states. An overview on ActionScript was actually included as one of the last chapters. Even though placement was questionable, this ActionScript primer was a fairly long and thorough chapter. Macromedia Flash MX 2004 Game Development did have a few minor problems, but it had far more positives and included a few original topics (at least for me) as well. In the end, it turned out to be among the best of the Flash books I have read so far.
Rating: 4.5/5
Probably one of the best Flash books I’ve read so far.
01 Jul 2007 @ amazon.com
In the early chapters, this book uses a tutorial styled approach with numbered steps. However, discussion and examination of game code is the approach utilized for the rest of the book. As the book states, this is a "look at and learn" approach. Some of the topics discussed include: sound, physics, optimization, and games for mobile devices. The included CD has the usual .fla sources files, trial software, images and other miscellaneous game files.
The book starts with an interesting and quite original history on gaming. Although a short section, I have never heard a history described like this before. The first game, a standard mouse clicker, is introduced in Chapter 3. In general, this book used fun and historically familiar games like block breakers, memory and various scrolling and shooting games. Only the basic foundation of each game was covered. Nonetheless, expanding the games with levels, modes of play or options should not be a problem for most. Chapter 8 on "Saving Data" covered some more useful and new material for me. Sadly, this was the first time learning that Flash uses browser like cookie files (.sol) to save data. When it came to physics, the chapters were straight to the point with what equations to use and what they do with plenty of short examples. There was no Trigonometry overview (sometimes from the beginning) that some books commonly use. While not for everyone, I actually preferred this direct approach to physics and math. Two chapters were dedicated to handling basic 3D using 2D imagery, including the final and most complex game in the book. This game, called "Asteroid Run," brought Flash to its limits while demonstrating a simple 3D shooter. All the code and concepts in the chapters were explained clearly and included plenty of screen shots. Surprisingly, it seemed as if every line of code had at least a sentence or two of related explanation. Many books might just reference a previous page or CD to save space. This book, conversely, would never hesitate to repeat code to make it easier to read and understand.
I only came across a few issues and problems with this book. First, the steps provided for creating the graphics were a bit inconsistent. Early on, they assume very little knowledge (think baby steps). Eventually, however, the graphics increase in difficulty and just become too time consuming to create. Typically, I prefer blank or codeless project files with the graphics already created as is the case with most books. In the chapter for saving data, the path listed for the .sol files was incorrect. It probably varies by system, but on my Windows XP SP2 machine it was in: "C:\Documents and Settings\UserName\Application Data\Macromedia\FlashPlayer\#SharedObjects\KDXDVGHB\localhost\)." Also, the shuffle function for the "Sound Hunter" game in Chapter 7 did not work based on either the printed code or on the CD. Finally, sometimes code snippets, that were supposed to be the same, differed a bit when repeated throughout a chapter (i.e. a function call appearing or disappearing). Ultimately, this is another book where a companion website with an errata sheet would have helped.
Although the difficulty level changed at times, this book is probably fine for beginner to intermediate level users as the back cover states. An overview on ActionScript was actually included as one of the last chapters. Even though placement was questionable, this ActionScript primer was a fairly long and thorough chapter. Macromedia Flash MX 2004 Game Development did have a few minor problems, but it had far more positives and included a few original topics (at least for me) as well. In the end, though, it turned out to be among the best of the Flash books I have read so far.
Rating: 4.5/5
Teaches you things tutorials simply cannot
06 Jan 2007 @ amazon.com
I originally bought this book because I wanted to get better at actionscript. I, like many, had originally learned basic actionscript from tutorials. But that simply did not do it for me. So after buying this book I can happily say that I am a decent actionscripter. So far I have coded two video games since then, the first one wasnt very good, because most first times arn’t, but the second one already has over 1 million views total on various different websites. This book teaches you the code, and how to code it properly. I will say that there are a few typos and errors in the book but I have noticed that in every programming book i’ve bought so far so no big deal. I think it was clearly worth the money and still use the book to this day.
An amazing book especially for beginner
13 Dec 2006 @ amazon.com
I had never made a game with Flash before and had barely had any experience with Actionscript. But the chapter "Actionscript for Games Primer" helped me learn almost everything that I needed. The3 rest of the code that I needed to make games, I learned from the exapmles of the games. The book does an amazing job of show how to use Actionscript to make fundamental features like jumping, shooting and gravity. I can make my own games with confidence now, and rarely need to refer back to the book, but when I do it is always very helpful. It also has cool things like an ASCII chart which is very helpful. Gken Rhodes is a great author.
Flash games
04 Dec 2006 @ amazon.com
I found this book very useful for me as a new beginner in game programming. Good examples. It teaches you the basics - all you need to start.
Not Worth the Price
19 Oct 2006 @ amazon.com
I am an industry professional and have worked with Flash in varying degrees and versions from Flash 5 on up to Flash 8 Pro for the past 10 years. I inquisitively bought this book with the intention of learning game coding (specifically to learn an intro to 3d coding). While the book does contain an extensive amount of code and examples, the author fails to give satisfactory explanations within each tutorial. For instance, the author uses words such as "frame" in a sense not to suggest the frame on the timeline (as every Flash developer and designer would understand it to be), but rather to describe the line portion of a box one draws on the stage (as in a ’picture’ frame). It took me a few moments to realize he meant the frame surrounding the box, and not the timeline. I was hopelessly clicking the frame in the timeline attempting to follow the tutorial. This is but one example of the confusing way the author designed his tutorials. If the tutorials contained detailed graphics of each step, they would also be less confusing. One would see, for example, that the frame of the box was at issue, and not the frame on the timeline. The book does not contain enough graphic materials to support the tutorials for someone who is not very VERY familiar with Flash.
Also, the code examples when followed exactly fail to produce the expected results. For example, the Sound Hunter game included in this book. While it is an interesting twist on the ’old-school’ card game of Match, (utilizing sound instead of imagery), the code given does not work properly. The random function ’shuffle’ fails to shuffle the boxes around, and instead produces a box which, if clicked twice, disappears without making a match. And the author in no way discusses HOW to apply the sounds bites to each box - the code simply does not suffice. I spent an hour trying to get the sounds to attach to the random boxes without success. If I use the Flash file contained on the CD it works, but if I attempt to create my own file, it fails.
Also, the code is sloppy - not at all the code of a professional (i.e. no documentation). Each tutorial should stress the use of documentation - again, as a professional in the industry, I cannot tell you how important it is to document your code! No one lives forever, and no one stays at one job forever - and only you know what is going on inside your own head. Document! Therefore I can better understand you when I need to make changes to your work 3 months from now....
This book is not worth the price - better to purchase it used and thusly cheap, or to borrow from a friend or the library for free. Better yet, find another book! The Lynda series offers better choices for learning ActionScript.
I learned to program games
07 Dec 2004 @ amazon.com
I had always wanted to get into game programming but the thought of starting was very daunting to me. I knew how to program in Actionscript, but I didn’t know the game concepts.
Then this book came along. I picked this up just to "see" if I could have a go at game programming. What I didn’t expect was that this book would make things so easy for me. It starts off simple enough, getting into a bit of history and then goes on to simple games.
It progresses up the difficulty ladder until the last half of the book which is where some serious game wizardry takes place. Glen Rhodes takes us through all the deep dark hallways of Flash game development until we come out on the other side with a new understanding. I could confidently sit and make almost any Flash game now. Glen gives us the tools so that the only remaining limitation is our own imagination.
The physics engine is incredible, especially as it is applied to arbitrary (and randomly generated) terrain, with full motion vehicle physics. It shows that Glen Rhodes comes from the professional game programming world, where he used to make games for Playstation. It’s incredible to see this brought into Flash.
THE FLASH GAMING BOOK
17 May 2004 @ amazon.com
Flash MX 2004 Game Development is the perfect book for developing games with Flash. It’s not too verbose and takes the Flash Developer right to where they want to be, into the meat of the code behind the games.
The chapters follow a natural progression from simple games and concepts, as in Whack A Mole, to very advanced gaming. Mars Racer offers probably the best collision detecting code that I’ve seen in Flash. And Asteroid Run offers some really good concepts in developing games with 3D in mind.
There is a great deal of Actionscripting covered. The code behind the games, as with the chapters, follows an increasing curve in complexity. I found that as a Developer, I learned a lot from not only WHY the code was written, but HOW it was written. There is a great deal of knowledge to be garnered with good form and syntax in the code as well. And, I found the code was really well written and very easy to understand with good explanations throughout all of the chapters. The algorithm used to make the Word Search game is really well thought out.
The book does make the assumption that the reader is familiar with Flash. If you would consider various "how-to" operations in Flash, such as the creation of movieclip symbols, buttons, and adding layers. These processes are covered in earlier chapters, but are assumed to be understood later on. Focusing most of the writing on the code and developing. I’ve found that in previous Gaming books, the description of various "how-to" tasks become repetitive, and as a result, make the book unnecessarily longer. Not the case with this book.
Personally, there is a great deal of knowledge to be learned. As mentioned before, the collision detection code is simply some of the best code I’ve seen. The chapter on Optimization will save the Game Developer hours of troubleshooting to get games to perform fast even on slower machines.
The games themselves are fun. You’ll probably play them many times on their own. Each chapter covering a new game starts out with a description of the game. The goals and premise of what is needed. Very important when learning the game development process.
An excellent book and a simple MUST HAVE for your Flash Library.