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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)

by Jobe Makar (Author), Ben Winiarczyk (Author)
1.0 out of 5 stars  See all reviews (1 customer review)
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Customers buy this book with ActionScript 3.0 Game Programming University by Gary Rosenzweig

Macromedia Flash MX 2004 Game Design Demystified: Your comprehensive guide to creating games using Flash MX 2004 + ActionScript 3.0 Game Programming University
Price For Both: £48.21

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  • This item: Macromedia Flash MX 2004 Game Design Demystified: Your comprehensive guide to creating games using Flash MX 2004 by Jobe Makar

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    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions

  • ActionScript 3.0 Game Programming University by Gary Rosenzweig

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Product details

  • Paperback: 528 pages
  • Publisher: Macromedia Press; Pap/Cdr edition (7 April 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.co.uk Sales Rank: 452,372 in Books (See Bestsellers in Books)

    Popular in these categories:

    #6 in  Books > Computing & Internet > PC & Video Games > Programming > Macromedia
    #45 in  Books > Computing & Internet > PC & Video Games > Art & Design

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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0 of 2 people found the following review helpful:
1.0 out of 5 stars This book has issues (I mean it's loaded with it), 26 Oct 2006
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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