000 02742nam a22003975i 4500
001 u370766
003 SIRSI
005 20160812080051.0
007 cr nn 008mamaa
008 100427s2010 xxu| s |||| 0|eng d
020 _a9781430226154
_9978-1-4302-2615-4
040 _cMX-MeUAM
050 4 _aQA76.6-76.66
082 0 4 _a005.11
_223
100 1 _aFulton, Jeff.
_eauthor.
245 1 4 _aThe Essential Guide to Flash Games
_h[recurso electrónico] :
_bBuilding Interactive Entertainment with ActionScript 3.0 /
_cby Jeff Fulton, Steve Fulton.
264 1 _aBerkeley, CA :
_bApress,
_c2010.
300 _aXXXIV, 664 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aThe Basic Game Framework -- The Second Game Theory -- Creating an AS3 Game Framework -- Creating Super Click -- Building Games -- Laying The Groundwork for Flak Cannon -- Building the Flak Cannon Game Loop -- Laying the Groundwork for No Tanks! -- Creating the Full No Tanks! Game -- Creating the Color Drop Casual Puzzle Game -- Creating the Dice Battle Puzzle Game -- Blit Scrolling in a Tile-Based World -- Creating an Optimized Post-Retro Game -- Creating a Viral Game: Tunnel Panic.
520 _aThe Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aProgramming Techniques.
700 1 _aFulton, Steve.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430226147
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-1-4302-2615-4
596 _a19
942 _cLIBRO_ELEC
999 _c198646
_d198646