I finished reading the whole book a couple of weekends ago, and I finally feel ready to code something on my own. I wanted to wait until I'd read it all to give a review of the whole book, and not just the general feeling I got from the beginning.
Essential Flash Games is a really well structured book! The authors show you how to iterate and build your game up in stages, and write re-usable frameworks and code, but also how to keep things simple and meet deadlines -- which is quite a hard balance. It's a good example of using object oriented code without labouring the point, and even better -- not doing things in an overly oop approach for the sake of it (all the code is object oriented, but there's no mention of design patterns or anything too academic). Their code doesn't try to be too clever or show off, it's clear and simple.
It's quite a practical book, I feel like I've been given some tools and been shown how to use them to build something of my own, and not just what they showed in the book. They never preach, and instead will guide you through different phases of learning, showing you different approaches as you learn that achieve the same things in alternative and often better ways, and encouraging you to experiment and go back to re-implement things the way you prefer them.
It's about 600 pages long, but I managed to get through it in a couple of months reading it in spare time in evenings and on the weekend -- typing out all the code and fixing mistakes I made myself as a learning exercise. It's not for absolute beginners though, it's not going to hold your hand and tell you what a for loop is, or explain what a class is -- everything is taught by example, which I found works really well. With some initiative you can patch up any gaps in your knowledge from other sources.
The pace of the book ramps up quickly in a way that didn't leave me feeling left behind. There's a lot of ground they cover, like mouse and keyboard controlled games, Vector art created in Flash, tile based bitmap and non tile based vector art drawn in code and rendered as bitmaps for performance. A couple of games also cover enemy AI, which I found a tantalising introduction that has encouraged me to look further in those areas. I found that the chapters got better and stronger as the book went on. The absolute best game was the Neo-Retro Asteroid/Geometry Wars style game they have which has particle effects, and a mini map -- which was surprisingly easy to add!
The other chapter I really liked a lot was the overhead driving maze game they wrote -- the stuff I learned here to scroll the tile based world will really come in handy when I try my hand at other games by myself -- like a 2D scrolling platformer. I feel I have learned enough to go out and discover what I need on my own now to make a genre they didn't cover in the book.
They also show you how to profile your games for performance, and adjust your game's special effects accordingly to help keep gameplay smooth on computers of varying performance.
There's a lot of good advice on other aspects of game creation along side the ActionScript, such as considerations on copyright, and ways to create and distribute viral games with Mochi Ads in. Also, they suggest ways of making/sourcing art for your games if you're not good at graphics yourself.
I've got about 30 book on Flash/ActionScript, and this is probably the first book I'd go out and buy again.