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  • © 2010

AdvancED Game Design with Flash

Apress

Authors:

  • 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.

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Table of contents (10 chapters)

  1. Front Matter

    Pages i-xxxvii
  2. Modeling Game Data

    • Rex van der Spuy
    Pages 1-66
  3. Vectors: Ghosts in the Machine

    • Rex van der Spuy
    Pages 67-160
  4. Collisions Between Circles

    • Rex van der Spuy
    Pages 161-221
  5. Collisions Between Polygons

    • Rex van der Spuy
    Pages 223-303
  6. Explosions, Blitting, and Optimization

    • Rex van der Spuy
    Pages 367-444
  7. Make It Fun! Sound, Music, and AI

    • Rex van der Spuy
    Pages 445-501
  8. Tile-Based Game Design

    • Rex van der Spuy
    Pages 503-621
  9. Pathfinding

    • Rex van der Spuy
    Pages 623-689
  10. XML and External Data

    • Rex van der Spuy
    Pages 691-747
  11. Back Matter

    Pages 749-766

About this book

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.

About the author

Rex van der Spuy is a video game designer and writer. He s written Foundation Game Design with Flash, Advanced Game Design with Flash and Foundation Game Design with AS3.0. Rex has designed games and done interactive interface programming Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), and the Bank of Montreal (Canada). He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town). In addition, he created and taught advanced courses in game design for the Canadian School of India (Bangalore, India). When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string . He claims, that this is a lot more entertaining than you might think, but we re skeptical.

Bibliographic Information

Buy it now

Buying options

eBook USD 34.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access