The Essential Guide to Flash Games Building Interactive Entertainment with ActionScript 3.0 /

The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Co...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Fulton, Jeff (Συγγραφέας), Fulton, Steve (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berkeley, CA : Apress, 2010.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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001 978-1-4302-2615-4
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020 |a 9781430226154  |9 978-1-4302-2615-4 
024 7 |a 10.1007/978-1-4302-2615-4  |2 doi 
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100 1 |a Fulton, Jeff.  |e author. 
245 1 4 |a The Essential Guide to Flash Games  |h [electronic resource] :  |b Building Interactive Entertainment with ActionScript 3.0 /  |c by Jeff Fulton, Steve Fulton. 
264 1 |a Berkeley, CA :  |b Apress,  |c 2010. 
300 |a XXXIV, 664 p.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
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338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a The Basic Game Framework -- The Second Game Theory -- Creating an AS3 Game Framework -- Creating Super Click -- Building Games -- Laying The Groundwork for Flak Cannon -- Building the Flak Cannon Game Loop -- Laying the Groundwork for No Tanks! -- Creating the Full No Tanks! Game -- Creating the Color Drop Casual Puzzle Game -- Creating the Dice Battle Puzzle Game -- Blit Scrolling in a Tile-Based World -- Creating an Optimized Post-Retro Game -- Creating a Viral Game: Tunnel Panic. 
520 |a The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more. 
650 0 |a Computer science. 
650 1 4 |a Computer Science. 
650 2 4 |a Computer Science, general. 
700 1 |a Fulton, Steve.  |e author. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781430226147 
856 4 0 |u http://dx.doi.org/10.1007/978-1-4302-2615-4  |z Full Text via HEAL-Link 
912 |a ZDB-2-CWD 
950 |a Professional and Applied Computing (Springer-12059)