Apress Access

Foundation Game Design with Flash

By Rex van der Spuy

  • eBook Price: $27.99
Buy eBook Buy Print Book

Foundation Game Design with Flash Cover Image

Takes you to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript.

Full Description

  • Add to Wishlist
  • ISBN13: 978-1-4302-1821-0
  • User Level: Beginner
  • Publication Date: May 23, 2009
  • Available eBook Formats: PDF

Related Titles

  • HTML5 Quick Markup Reference
  • Migrating to Swift from Flash and ActionScript
  • Practical Web Design for Absolute Beginners
Full Description

We’ve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with Flash is to take you, even if you’ve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this book is for you.

  • Focused and friendly introduction to designing games with Flash and ActionScript
  • Five detailed case studies of Flash games
  • Essential techniques for building games, with each chapter gently building on the skills of preceding chapters

What you’ll learn

  • Learn how to build interactive movies and objects with Flash
  • Get a thorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience required
  • Discover how to build interactive storybooks, space-shooter, adventure and drag-and-Drop games.
  • Master collision detection, Enemy AI systems, player control, managing game data, basic physics and trigonometry.
  • Make use of design patterns and object-oriented programming techniques to build robust games.
  • Understand the strategies for making games fun to play and easy to build.

Who this book is for

This book is for a non-technical creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treats the art of programming as a creative artistic tool, and will help anyone who may be afraid of programming to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality.

Table of Contents

Table of Contents

  1. Programming Foundations: How to Make a Video Game
  2. Making Objects
  3. Programming Objects
  4. Controlling Movie Clip Objects
  5. Decision Making
  6. Controlling a Player Character
  7. Bumping into Things
  8. Object-Oriented Game Design
  9. Platform Game: Physics and Data Management
  10. Advanced Object and Character Control

Source Code/Downloads

Downloads are available to accompany this book.

Your operating system can likely extract zipped downloads automatically, but you may require software such as WinZip for PC, or StuffIt on a Mac.


If you think that you've found an error in this book, please let us know by emailing to editorial@apress.com . You will find any confirmed erratum below, so you can check if your concern has already been addressed.

On page 222:
Step 13 reads:
Double-click the numberGuessingGame.fla file to make it visible again in the workspace.

It should be characterControl.fla file instead of numberGuessingGame.fla file

Same for step 15.