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About Flash Games

About Flash Games

About Flash Games

Flash games are made from a software known as Flash. Flash was originally a Macromedia made software until they were bought out by Adobe, makers of such well known products as Photoshop and Illustrator. When Flash came out people thought it was just another idea and not be a big success. But when a very large and reputable company redid their website in Flash, people saw how fancy and high-tech it looked. Many other companies soon followed and began incorporating Flash into their websites.

Flash was not only used for making websites or making parts of websites look more professional. It was also used to make animated shorts in a cartoony way. But the biggest and probably the most popular use of Flash is to make Flash games. Flash games are made using most of Flashes features.

To make a Flash game you need graphics to animate. You can easily make them inside of Flash and all graphics made in Flash are vector. Vector means they won’t become pixilated when your make them larger or smaller. Then flash games need animations and movements of the different graphics and sounds to go with them. Flash makes animating your graphics very simple. The most important thing in making flash games is Action Script. Action Script is a programming language developed by Flash Software engineers to allow interactivity by the user when the file is being played. Game developers use Action Script to make the animations interactive with different events within the animation and by the person playing the game.

Flash based games have come a long way since the 90s. The Graphics are more realistic, game play is more fun and more advanced, games take more effort to beat, etc. And so many new games are being released every single day. These games are becoming more and more popular and some day in the near future they may be in higher demand than downloadable PC games.

Flash arcades are made because of the existence of flash games and arcade site try to provide as many of these games to their users as a resource for entertainment. Without the creation of Flash by Macromedia Flash games and arcades all over the internet may not exist today.

Have a problem? Ask in the forum: www.mob3.co.uk or the live chat: www.mob3.co.uk I say 15 in the video but I miss 1 out. I show a collection of games I have found to be addictive. Sorry for the lagging of the games on my computer. Please let me know of your own. Line Rider: linerider.com Finger Frenzy: www.offthewrist.com Pyro Sand 2: www.enigmasand.com Copter: www.hurtwood.demon.co.uk Yeti Sports 1: www.methodshop.com Jeu Chiant: www.zanorg.com Tontie: www.eyezmaze.com Fishy: kjc.hit.edu.cn Multiball Madness: armorgames.com Nucleus: gprime.net Mouse Avoider: www.actionflash.com Falldown 2: www.albinoblacksheep.com Warthog Launch: nikon.bungie.org Bejeweled: www.popcap.com
Video Rating: 4 / 5

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Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity

This book covers Flash for the everyday developer. The average Flash developer doesn’t have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.

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5 Responses to “About Flash Games”

  1. Spud says:

    Review by Spud for Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
    Rating:
    You should have some Actionscript 3.0 experience before you dig into this book. The user level on the back of the book says intermediate to advanced and they mean it! You will also need CS4 to be able to open the downloadable files. I could not open them on my CS3 machine.

    This book covers a lot of topics I have not found in other AS books. Some examples are event propagation, dispatching events, E4X, getter/setter methods and protected variables. The chapters are very intense and delve more deeply into the workings of AS 3.0. If you want to know how and why Actionscript does what it does this is the book for you.

    Real World also directs you to adopt best practices. This should keep you from developing bad habits and allow you to author modular code that could be easily modified.

    The final game in the book is a platform game. You can learn how to load external SWFs containing the game’s assets at runtime. This concept is very different from other game tutorials I have worked with.

    I would recommend Actionscipt 3.0 Game Programming University if you haven’t done any game programming. It has a much gentler approach to game programming.

    Real World Flash Game Development should be an important addition to every game developer’s bookshelf.

  2. N. Oliver says:

    Review by N. Oliver for Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
    Rating:
    I create educational games for kids in Flash and have been doing so for 3 years in Actionscript 2. I am slowly making the transition to AS3. I received this book for Christmas yesterday and have proceeded to read through about a third of it so far! I am loving it! I pretty much taught myself to code, so some of the “best practices” listed in this book had been left out of my system. I think this will help me make the most out of my work and take my educational games to a new level. I own almost every book on coding and Flash games there is, and this one is the first that really seems to speak to me where I am. I am at an intermediate level and still learned something new on almost every page! Great Book!

  3. B. Schneider says:

    Review by B. Schneider for Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
    Rating:
    I’ve been working with flash since 1998, and have read several flash game development (fgd) books over the last 6 or so years. This is not to say that I know everything there is to know about Flash — how could that be possible? Flash is horribly documented and has changed significantly with AS3. I’m looking for a well reasoned, scalable, and (somewhat) reusable approach to fgd. I’d like to know where the logical boundaries are, but enough about me and what I want. This is exactly what this book presents. It’s an excellent cross section. The author presents areas where Flash excels at gd and areas you have to watch out for. He presents, and steps through, working code examples to tackle logical issues/scenarios, ie best practices for: hit testing, sound, in game graphics use, xml/dynamic content loading, player control, and at the end of the book, an over all game engine. So a programmer could easily take away any of these items and use them. On many occasions after he’s presented a few different scenarios on a topic, he’ll talk about the short comings or gotchas of using that particular technique.

  4. Timothy Layton says:

    Review by Timothy Layton for Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
    Rating:
    I am in the process of digging into AS game development and this book has been very helpful in explaining the fundamentals and also steering me in the right direction for best practices, etc. I would recommend this book to anyone that wants to know more about flash game development.

  5. Richard Staats says:

    Review by Richard Staats for Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity
    Rating:
    This book is part of the Focal Press series on game design.

    The book is well organized. Author Christopher Griffith begins by talking about computer game design in general and then hones in on Flash game development. The sections build on each other. He starts with simple concepts and program segments that you will probably use in every game you design and then works to more complex topics.

    Christopher Griffith includes code snippets through the book and there is a generous collection of examples and a faux tutorial on the associated WWW site.

    One note of caution! This is not a book for an absolute beginner in either Flash programming or game design.

    The author adds some caveats. I found myself re-reading sections of the book several times for understanding.

    Also, to get the most out of the book, you need the most recent version of Macromedia Flash.

    If you have been working with Flash and Action Script and you are looking to expand and try your hand at game design then this book would be an excellent first step in that direction.

    In service,

    Rich

    [...].

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