Breadcrumbs Section. Click here to navigate to respective pages.
Book

Book
Flash MX Games
DOI link for Flash MX Games
Flash MX Games book
Flash MX Games
DOI link for Flash MX Games
Flash MX Games book
Get Citation
ABSTRACT
Learn the professional skills you need to make the best use of Flash for creating interactive animation and producing exciting, dynamic Internet content. Nik Lever, writing as an artist for artists, takes you through the entire process from creating the art and animation for games in Flash, to adding the interactivity using Flash's ActionScripting language. He also provides valuable extra coverage of how Flash integrates with Director 8.5 Shockwave studio and C++.
As a designer using Flash you will see how you can apply your creative skills to the many stages of game production and produce your own interactive games with this versatile package. As an animator you will be able to add interactive functionality to your own animation and produce a game. As a web developer you will see how to make the best use of the sophisticated development environment Flash offers for the production of both artwork and code to create low bandwidth, animated web content that sells!
The free CD-Rom includes all the code and files you need to try out each tutorial from the book so you can see exactly how each game was created. Learn from the many different types of games provided as examples, from simple quizzes to platform-based games. High score tables and multi-player games using sockets, vital to higher level online games, are also covered in detail to ensure you have the complete skill set needed to succeed in this competitive arena.
TABLE OF CONTENTS
chapter 1|20 pages
Your first game
part |2 pages
Section 1: Animation
chapter 2|20 pages
Drawing with Flash
chapter 3|14 pages
Simple cut-out animation
chapter 4|16 pages
Using CGI programs to create animation
chapter 5|14 pages
Background art
part |2 pages
Section 2: Action
chapter 6|29 pages
So what’s a variable?
chapter 7|21 pages
In tip-top condition
chapter 8|20 pages
Using loops
chapter 9|12 pages
Keep it modular
chapter 10|17 pages
Debugging
chapter 11|17 pages
Using external files
chapter 12|20 pages
Tweening in code
part |2 pages
Section 3: Putting it into practice
chapter 13|21 pages
Small games to keep them loading
chapter 14|24 pages
Quizzes
chapter 15|19 pages
Mazes
chapter 16|18 pages
Board games
chapter 17|24 pages
Platformers
chapter 18|28 pages
Sports simulations
part |2 pages
Section 4: Flash for boffins