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008 090514s2010 ne a s 001 0 eng|d
010 _a2009020027
020 _a9780080952130 (e-book)
040 _aStDuBDS
_cStDuBDS
_dStDuBDSZ
_dUkPrAHLS
050 0 _aQA76.76.C672
_bG774 2010
072 7 _aHOB
_2ukslc
072 7 _aUGN
_2bicssc
072 7 _aUGN
_2thema
072 7 _aAFKV
_2thema
082 0 4 _222
100 1 _aGriffith, Christopher,
_d1979-
245 1 0 _aReal-world Flash game development
_h[electronic resource] :
_bhow to follow best practices and keep your sanity /
_cChris Griffith.
260 _aAmsterdam ;
_aOxford :
_bFocal,
_cc2010.
300 _a1 v. (various pagings) :
_bill. (some col.)
366 _b20091021
500 _aIncludes index.
520 8 _aFlash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C` and want to move over to Flash.
_bThis book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
530 _aAlso available in printed form ISBN 9780240811789
533 _aElectronic reproduction.
_cAskews and Holts.
_nMode of access: World Wide Web.
630 0 0 _aFlash (Computer file)
650 0 _aComputer games
_xProgramming.
650 0 _aComputer animation.
650 7 _aHobbies and Games.
_2ukslc
650 7 _aDigital animation
_2thema
650 7 _aElectronic, holographic & video art
_2thema
655 7 _aElectronic books.
_2lcsh
856 4 0 _uhttp://www.vlebooks.com/vleweb/product/openreader?id=BradfordC&isbn=9780080952130
_zClick here to access
710 _aAskews & Holts
999 _c80386
_d80386