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Flash MX 2004 Games Most Wanted [Paperback]

Sham Bhangal , Glen Rhodes , Kristian Besley , Brian Monnone , Steve Young , Keith Peters , Anthony Eden , Brad Ferguson
4.0 out of 5 stars  See all reviews (1 customer review)
RRP: 31.49
Price: 27.26 & FREE Delivery in the UK. Details
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Book Description

1 Dec 2003
Flash MX 2004 Games Most Wanted presents a definitive selection of game design techniques using the latest version of Macromedia Flash &emdash; now the industry standard for creating multimedia applications, used by over one million professionals.Each chapter covers a distinct area of online gaming, describing the design and development of a finished Flash game. The book delivers as many complete example games as possible and is packed full of the most wanted tips, tricks, and techniques to demonstrate exactly how to produce exciting and interactive games. This is an inspiring sample of all the very best techniques that professional Flash game designers are using today.Summary of Contents:
  • Chapter 1 Logic
  • Chapter 2 Character Animation & Personality
  • Chapter 3 Collisions and Friction
  • Chapter 4 Gravity and Physics
  • Chapter 5 Control
  • Chapter 6 Sound
  • Chapter 7 Retro Games
  • Chapter 8 Racing
  • Chapter 9 Online Gaming. This chapter is provided as a bonus chapter here.

Product details

  • Paperback: 260 pages
  • Publisher: FRIENDS OF ED (1 Dec 2003)
  • Language: English
  • ISBN-10: 1590592360
  • ISBN-13: 978-1590592366
  • Product Dimensions: 23 x 19.3 x 1.4 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,309,116 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Customer Reviews

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Most Helpful Customer Reviews
16 of 16 people found the following review helpful
This book is perfect for those wanting to create exciting Flash content. Whether it be for games or just for learning to animate and create real-time objects in the Flash environment.
I don't usually refer to books but I found myself not even knowing where to start as far as emulating gravity and collision theories so I thought buying a book would be a good starting point. I wasn't disappointed and just reading a couple of chapters really opens up a whole new area of Flash.
However, you should be familiar with Flash's Actionscript language before buying this as the functions within Actionscript are never explained as they're being used within the book. Instead, some complex functions are just used assuming you're already fairly advanced at this.
This seems strange as making games IS a complex thing and, to the beginner, so is Actionscript so it seems only obvious to give a little more background on the actual Actionscript that you'll be using.
All in all, this is a great book, nicely illustrated on glossy paper which makes the learning somehow a little easier. Just brush up on your mathematics and Actionscript beforehand.
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Most Helpful Customer Reviews on (beta) 2.7 out of 5 stars  3 reviews
7 of 7 people found the following review helpful
1.0 out of 5 stars Very disappointing! 24 Jun 2005
By Gavin Doolan - Published on
Honestly this book is a steer clear. Sure it has some examples that are usefull but the explanation of the code is horrible. For someone like myself who has experience in Java, C++, PHP, VB.NET, HTML and more i found this book very difficult to follow and understand.

I have since got FlashMX game design Demystified by Jobe Makar and would have to say 5 stars for that book. That explains everything properly and even teaches you the basics in mathematics and physics which was a good brush up for myself. I also like his use of OO programming so that code is resuable and he also goes lightly into using xml for building objects such as levels.
3.0 out of 5 stars Macromedia Flash MX 2004 Games Most Wanted 8 Nov 2011
By Denise Bogacki - Published on
Format:Paperback|Verified Purchase
Good book but written more as a text book, also a little dated but still a good read when pertaining to gaming.
4.0 out of 5 stars nice physical effects 6 Jun 2004
By W Boudville - Published on
As a physicist, I immediately turned to the parts that incorporate physics. Like the friction of a billiard ball on a pool table. I grew up on Pong, and the rich texturing here is so amazingly removed from that! The discussions on how to collide two balls may not be fully correct to someone who had to deal with impact parameters in classical and quantum mechanics. But it suffices well in the book's simulations.

Another chapter deals with using gravity, and will be useful to some of you. Takes the mystery out of incorporating at least a simple gravity in your games. Maybe it is nothing profound, but the results are very slick. And achieved with relatively little source code, which is thoroughly explained in the narrative.

The level of detail of the physical simulations here does not approach that of some games by Activision and Electronic Arts, of course. But those are games developed with multimillion dollar budgets and teams of programmers. This book is suitable for you to develop a game by yourself.
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