AdvancED Flash on Devices: Mobile Development with Flash Lite and Flash 10
AdvancED Flash on Devices, written for existing Flash developers and other interested mobile professionals, covers both mobile and device development with Flash Lite, as well as upcoming Flash 10 for smartphones and other non-PC devices.
In this book, you’ll learn how to:
Create Flash Lite-based widgets on Nokia Series 60 devices and other Flash
enabled devices
Extend device capabilities using both Sony Ericsson Capuchin and Nokia S60
Platform Services with Flash
Leverage Flash Video on smartphones and other Non-PC devices
Approach migrating existing Flash content into native iPhone content using
3rd Party Developer tools
Create two full working real life touch screen Flex mobile applications
The book starts with a discussion of the mobile development landscape-the different players, tools, hardware, platforms, and operating systems. The second part of the book covers Flash Lite and how to take advantage of new features supported in Flash Lite 3.x. Then, the book covers AIR applications for multiple screens and includes topics such as:
How to utilize new features of AIR 1.5 and Flash 10 as well as pitfalls to be aware of when building an AIR application for mobile
How to include platform and context awareness for better adaptation
How to adopt an application on multiple devices using dynamic graphical GUI
Creating two full working real life touch screen mobile application
The last part of the book covers creating Flex applications running Flash 9 and 10 in mobile device browsers and includes topics such as:
The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript 3.0 by Apress Press
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 tower defense. 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, AI, blitting, scrolling, and more.
What you’ll learn
Flash/Flex ActionScript 3.0 game development
How to apply object-oriented game development techniques
How to solve a wide variety specific Flash game programming problems
How to develop a game engine and set of tools that can be reused
How to implement ten different games (in styles ranging from retro to modern Flash games)
How to optimize various games
Who is this book for?
This book is for intermediate Flash developers, Flash game developers, game developers looking to move to the Flash platform, and experienced web developers who want to learn how to make games. Download eBook Free »
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.
Each chapter highlights a new advanced technique illustrated by practical examples.
Examples of games are given in a variety of genres, all of which take an object-oriented programming approach.
Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
What you’ll learn
How to use vectors to figure out where objects are going and how they should react to collisions
Pixel-perfect collision detection for irregular shapes using hitTest and bitmapData
How to use design patterns and abstract data models to manage complex games efficiently
How to create advanced enemy AI systems using pathfinding strategies in grid-based environments
How to use XML to load and save game data
How to use sound and music in games and create particle effects using blitting
Who this book is for
This book is for experienced Flash and ActionScript 3.0 developers who want to take their game design skills to a professional level. Readers should have a solid background in object-oriented ActionScript 3.0 programming, and may have attempted game projects of their own. If you have read Foundation Game Design with Flash, then this book will be a natural next step for you. The book covers game design strategies and techniques common to many game design platforms-not just Flash-and will help you create top-quality games that are quick to build and easy to maintain. Download eBook Free »