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Flash Game Development by Example by Emanuele Feronato

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In each chapter you'll build a complete game, starting with simple puzzlers and working your way up to games similar to the most popular online casual games. Each game introduces a range of essential skills that all Flash game developers should know. There's never a dull moment -- you're building working, fun games right from Chapter 1. If you've never developed a game before or you've made a start but want to refine your skills and build complete, successful projects then this book is just what you need.

Mass Market Paperback

First published March 22, 2011

4 people want to read

About the author

Emanuele Feronato

6 books1 follower

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Displaying 1 - 2 of 2 reviews
Profile Image for Charles Patterson.
26 reviews6 followers
June 5, 2018
Very simple, very basic, a few minor errors. If you've wanted to begin learning ActionScript 3.0 game programming, this book will get you started, but don't expect to understand how to complete a full-fledged game.
Profile Image for Chris.
38 reviews4 followers
May 26, 2011
This book is written by the author of one of the largest flash game development blogs online, so you know you'll be getting information from an expert in the subject.

Each chapter involves creating a game from scratch in the flash IDE, with the games being as follows:

Chapter 1: Concentration (matching 2 card game)
Chapter 2: Minesweeper
Chapter 3: Connect Four
Chapter 4: Snake (The phone game, where the snake keeps growing longer as you eat apples)
Chapter 5: Tetris
Chapter 6: Astro-PANIC! (A shooter with the ship on the bottom of the screen, and `aliens' randomly flying around the screen)
Chapter 7: Bejeweled
Chapter 8: Puzzle Bobble (like bubble bobble- shoot circles from the bottom, have them stick together, and disappear when 3 in a row are found)
Chapter 9: Ball Balance (A addictive little game he made on kongregate, where you drop balls onto a balance, and need to keep it from tipping over by keeping it as balanced as possible)

It's neat to be able to see how each game is made, from the beginning, as well as see how another programmer goes from the design phase up to completion, and the author takes an iterative approach - every bit of code added onto the previous section adds functionality - so you get to see every change being made.

His target audience does seem to be someone familiar with drawing in flash, and who has had some actionscript, or at least programming experience before. So if you've been using flash, and have an understanding about basic programming, but haven't made many games before, I would recommend it. Even for more advanced programmers, there is still helpful advice to learn from the book, such as using recursive functions, and creating many classic games.
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