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1 |
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|a Griffith, Christopher,
|d 1979-
|
245 |
1 |
0 |
|a Real-world Flash game development :
|b how to follow best practices and keep your sanity /
|c Chris Griffith.
|
260 |
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|a Burlington, MA :
|b Focal Press,
|c ©2010.
|
300 |
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|a 1 online resource (xii, 317 pages, [20] pages) :
|b illustrations (some color)
|
336 |
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|a text
|b txt
|2 rdacontent
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520 |
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|a 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. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
|
500 |
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|a Includes index.
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505 |
0 |
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|a FRONT COVER; REAL-WORLD FLASH GAME DEVELOPMENT; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; INTRODUCTION; Chapter 1 Computer Science Isn't for Everyone; Chapter 2 The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Chapter 4 //FTW!; Chapter 5 Managing Your Assets/Working With Graphics; Chapter 6 Make It Move: ActionScript Animation; Chapter 7 Turn It Up to 11: Working With Audio; Chapter 8 Put the Video Back in "Video Game"; Chapter 9 XML and Dynamic Content; Chapter 10 Four Letter Words: M-A-T-H; Chapter 11 Don't Hit Me!; Chapter 12 I Always Wanted to Be An Architect.
|
588 |
0 |
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|a Print version record.
|
504 |
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|a Includes bibliographical references and index.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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630 |
0 |
0 |
|a Flash (Computer file)
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630 |
0 |
7 |
|a Flash (Computer file)
|2 blmlsh
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630 |
0 |
7 |
|a Flash (Computer file)
|2 fast
|0 (OCoLC)fst01388687
|
650 |
|
0 |
|a Computer games
|x Programming.
|
650 |
|
0 |
|a Computer animation.
|
650 |
|
6 |
|a Jeux d'ordinateur
|x Programmation.
|
650 |
|
6 |
|a Animation par ordinateur.
|
650 |
|
7 |
|a computer animation.
|2 aat
|
650 |
|
7 |
|a GAMES
|x Video & Electronic.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Programming.
|2 blmlsh
|
650 |
|
7 |
|a Computer animation.
|2 blmlsh
|
650 |
|
7 |
|a Computer animation.
|2 fast
|0 (OCoLC)fst00872015
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
776 |
0 |
8 |
|i Print version:
|a Griffith, Christopher, 1979-
|t Real-world Flash game development.
|d Burlington, MA : Focal Press, ©2010
|z 9780240811789
|w (DLC) 2009020027
|w (OCoLC)361888124
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780240811789/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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