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Macromedia Flash MX 2004 Game Design Demystified: Your comprehensive guide to creating games using Flash MX 2004
 
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Macromedia Flash MX 2004 Game Design Demystified: Your comprehensive guide to creating games using Flash MX 2004 [Paperback]

Jobe Makar , Ben Winiarczyk
1.0 out of 5 stars  See all reviews (1 customer review)
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Product details

  • Paperback: 528 pages
  • Publisher: Macromedia Press; 1 edition (17 Mar 2004)
  • Language English
  • ISBN-10: 0735713987
  • ISBN-13: 978-0735713987
  • Product Dimensions: 22.4 x 17.8 x 2.3 cm
  • Average Customer Review: 1.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 887,452 in Books (See Top 100 in Books)

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Jobe Makar
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Product Description

Product Description

Flash MX 2004 Game Design DemystifiedYour comprehensive guide to creating games using Flash MX 2004. It will take you through the process of creating a game in Flash MX 2004. The first several chapters introduce general processes for creating games, while the second section looks at the important concepts for creating realistic games. Such concepts include math, physics, collision detection, and collision reaction. A third section delves into more creative concepts: tile-based worlds, 3D visualization, artificial intelligence, using graphics, and using sound. Later chapters provide an introduction to multiplayer games, creating a high score list for games, and a selection games for which the authors share the development process, including code. The accompanying CD will provide the code for each function discussed in the book as well as working versions of the games.

From the Back Cover

Flash MX 2004 Game Design DemystifiedYour comprehensive guide to creating games using Flash MX 2004. It will take you through the process of creating a game in Flash MX 2004. The first several chapters introduce general processes for creating games, while the second section looks at the important concepts for creating realistic games. Such concepts include math, physics, collision detection, and collision reaction. A third section delves into more creative concepts: tile-based worlds, 3D visualization, artificial intelligence, using graphics, and using sound. Later chapters provide an introduction to multiplayer games, creating a high score list for games, and a selection games for which the authors share the development process, including code. The accompanying CD will provide the code for each function discussed in the book as well as working versions of the games.


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Most Helpful Customer Reviews
0 of 2 people found the following review helpful
By Sina .T
Format:Paperback
I have to say that when I purchased this book, I was going to the a definitive guide on creating games but clearly this is not the case. Firstly if you are a newbie to ActionScript this book is not for you. Secondly the author seems to think just by using "variable declarations" we are using AS2 when the book is plain AS1. Thirdly the author really over complicates the matter by using inefficient AS and writes a 100 lines of code when it can just be written by 50 lines and finally the book does not explain the loose ends of each project. For instance, complex collision detection with ball and line is just FULL of bugs and endlessly and cannot be fixed, sure yeah, wow we used simultaneous equations to solve a balls projection with a line and use trig to find where the ball collides with lines, but what about the corners, you can't simply detect this collision. My advice to you is that DO NOT buy this book because you will be disappointed as I am. Hey Jobe, don't make an advance 3D golf game with sick graphics and then teach us a god awful method for creating games.
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Amazon.com:  8 reviews
28 of 29 people found the following review helpful
Great if you don't have Flash MX Game Design Demystified... 4 May 2004
By Tony C. Hsieh - Published on Amazon.com
Format:Paperback
First off, I loved Jobe's first book (Flash MX Game Design Demystified). It was full of concepts for motion, collision, physics, A* Path finding as well as applied Actionscript code. EXCELLENT!

So I was very eager about the additional new concepts and applied game development in this Flash MX 2004 Game Design Demystified -- things like what performance tweaks for Flash Player <7 will now screw up for Flash Player 7. squeezing more game power out of Flash via Java or Director, actionscript performance profiling, more benchmarking normal AS2.0 script vs hand-rolled FLASM, more multi-player projects on other platforms besides Electrotank's multiplayer server, et al.

I didn't find it here.

This felt like it was a lateral move translating AS1.0 into AS2.0.

IMHO, if you _don't_ have the original Flash Game Design Demystified book _or_ you feel you would have a hard time converting AS1.0 code/concepts into AS2.0 code, then I'd recommend that you pick this book up.

16 of 17 people found the following review helpful
Good for Actionscript developers 21 May 2004
By Frederick M. C. Amstel - Published on Amazon.com
Format:Paperback
Flash is one of the easiest tools to make games nowadays. With that book on hand, this task becomes child's play. Jobe Makar has a fantastic didacticism and he still manage to write a pleasant text. It is not necessary to be an advanced programmer to understand the codes, by the way, with the visual examples, even designers pursuing the basics of Actionscript can learn the hints. After reading the book, the reader besides being qualified to project you own game, he will be much sharper in Actionscript 2.

The book begins with a short introduction on how to plan the concept of games: choosing a theme, a gender (action, adventures, cassino and so on), defining the technology, the number of players, to know the audience and calculating the hardware requirements. That part of the book is weak and the author admits that this is an annoying subject for him.

However, from the moment that he begins to speak about programming, his enthusiasm multiplies by one thousand. The guy was graduated in physics, then he knows how to explain comprehensive all those formulas that we learn at the high school without knowing why.

If the book only had this part, it would not lose a lot. In fact, it would be even more interesting, since the title of the book could be "Flash MX 2004 Game Development Desmystified". Concept and design of games are subjects that would deserve a exclusive book to them.

Holding on, the author approaches the necessary math and physics to create dynamic games that simulates real world characteristics. He teaches tricks to simplify some formulas, reducing the workload of the processor. That is descisive for Flash games, since Flash Player is much slower than other platforms (Shockwave, for instance).

The code that he prints in the book is highly visualizable, in other words, it is not necessary to be in front of the computer when reading the book. He explains in long paragraphs what each code line is doing, but without being annoying. Measuring the reader advances through the pages, he doesn't waste time repeating what it was already several times repeated.

The code is all object oriented Actioncript 2. But don't worry, you only need to have a basic notion of variables, operators and the concept of functions, only. The rest he will teach little by little, showing the advantages of the technics.

By the way, it is very important to program games with object oriented programming. As we progess improving code to get it more efficient, we only need to change the value of one variable in one place and the whole code of the game is in the first frame. It is not necessary to open movieclips, seeking for that damned code that do some undesired thing. And I'm not talking about the size of the code that decreases and the legibility that increases.

Ok, now we're going to say the practical things. The book will train teach you how to:

* detect collisions among objects (it is not simply as using hittest() function)
* project reactions for the collisions (billiard balls colliding)
* control objects through the keyboard
* build an isometric world (that panoramic 3D vision)
* manipulate objects in that isometric world
* create artificial intelligence for enemies
* optimize sounds and images

The third part of the book describes step-by-step the building of four games:

* Word Search (high algorithms)
* Multiplayer chess online (through socket server)
* 501 Darts game
* Cone Crazy (drive a car in a 3D environment and hit cones like a lunatic driver)

The last one is the most interesting and the more complex. However, all the concepts applied to this project was extensively elucidated back in the book. Therefore, it is easy to understand and the results are impressive. For speaking the truth, it is the only game that meets the requirements of the advergames market, those games used for branding.

It's worth to remind that the source-codes of all the examples that the author uses in the book are contained by the accompanied CD-Rom. The code is well commented, allowing you to alter parameters and quickly see the results. There are still some bonus game in the CD, not too much special.

9 of 11 people found the following review helpful
Great Game Book, Worst ActionScript 2.0 Book 6 Feb 2005
By IceCo - Published on Amazon.com
Format:Paperback
I found this book great to learn programming basic game physics but it is certainly one of the worst book to pick if you want to upgrade your ActionScript knowledge from 1.0 to 2.0.

The source codes are ALMOST NO DIFFERENCE from ActionScript 1.0. It is almost as if the arthur thinks that by adding variable declarations, ActionScript 1.0 becomes ActionScript 2.0.

No true Object-Oriented Programming practices (which is the true strength of ActionScript 2.0) at all. The coding style are simply ActionScript 1.0 structure (with variable declarations).

Still, this book is great to pick if you are new to game development. However, be aware that this book is NOT demonstrating how to program in ActionSctip 2.0 properly.
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