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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 u...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Griffith, Christopher, 1979-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Burlington, MA : Focal Press, ©2010.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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.