for games, and a selection games for which the authors share the development.
Although the code examples are written in ActionScript, Flash proprietary language, the game algorithms explained in this book are transferable to any programming language, especially as they are rarely presented in such a clear way. It will take you through the process of creating a game in Flash MX 2004. While one half of the book is indeed dedicated to these examples games, the 250 remaining pages explain with great details, but easy to understand text, the working principles of most of the 2D videogames: trigonometry 101, physics handling, collision detection, creation of a tile-based engine, creation of an isometric-view game, pathfinding algorithms. In Flash MX 2004, a new version of ActionScript, ActionScript 2.0, has been introduced. Macromedia Flash MX 2004 game design demystified Item Preview remove-circle Share or Embed This Item. It’s used to add more complex effects and interactivity to movies than can be created just by using the interface tools. Unlike most other books on this topic, this one doesn't limit itself to explaining the source code of the examples games featured on the companion CD. ActionScript is Macromedia Flash’s scripting language. The very first step is introducing the level. I think we can develop interesting Flash platform games. I strongly recommend you to read it all in all it’s a piece of our history. This is the beginning of a very interesting article taken from Wikipedia. Chapter 4: Using CGI programs to create animation 46. The most common unifying element to these games is a jump button.
This book is written by Jobe Makar, a veteran Flash game developer working for the ElectroTank studio, and aims to teach you how to create videogames with Macromedia Flash MX 2004. create animation that looks fluid with only a small number of different pieces of artwork.