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Flash Game Development
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Table of Contents

1. Introduction to Flash Games, and development in 2011, with book conventions. 2. AS3 Game programming standards. 3. The business and development aspect of Flash Games: What needs to be done before you begin developing the game. 4. Example Game 1, illustrating these standards. 5. Important performance and optimization techniques, new and old. 6. Music and Sound: Not just background anymore. 7. Creating the look and feel for a game. 8. Example Game 2: The Hidden Object Game (standalone). 9. Fundamental Flash game physics, math and usability. 10. 3D Chapter 1: The fake and pseudo 3D worlds of isometric and deeper. 11. 3D Chapter 2: The side-scroller with parallax 3D background sample game (Game #3). 12. 3D Chapter 3: True 3D concepts and fundamentals. 13. 3D Chapter 4: The implementation of true 3D and the Flash 3D API in a sample game (Game #4). 14. Social Gaming Chapter 1: Case study of a good Social Game, and what standards have evolved. 15. Social Gaming Chapter 2: The technicalities and code of interfacing with Facebook from a backend and frontend perspective. 16. Social Gaming Chapter 3: The Development of a sample Social Game for Facebook (Game #5). 17. Mobile Games: Things to consider, motion sensors and new ways of looking at user interactivity. (Accelerometer, touch, multitouch, GPS, etc). 18. Mobile Game example game (Game #6). 19. Conclusion. Appendix A: The key code chart. Appendix B: The ASCII character list. Appendix C: About the CD-ROM.

About the Author

Keith Gladstien, an Adobe Certified Expert in Flash CS6, holds a Ph.D. in mathematics from Purdue and an MD from Yale. He is a prolific contributor to the Adobe Flash Forums (kglad) and has been using Flash since version 4. His interest in ActionScript programming began more than 10 years ago and has increased as his involvement with the Adobe ActionScript and Flash forums has expanded. He has created hundreds of Flash and AJAX applications for clients worldwide.

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1. Introduction to Flash Games, and development in 2011, with book conventions. 2. AS3 Game programming standards. 3. The business and development aspect of Flash Games: What needs to be done before you begin developing the game. 4. Example Game 1, illustrating these standards. 5. Important performance and optimization techniques, new and old. 6. Music and Sound: Not just background anymore. 7. Creating the look and feel for a game. 8. Example Game 2: The Hidden Object Game (standalone). 9. Fundamental Flash game physics, math and usability. 10. 3D Chapter 1: The fake and pseudo 3D worlds of isometric and deeper. 11. 3D Chapter 2: The side-scroller with parallax 3D background sample game (Game #3). 12. 3D Chapter 3: True 3D concepts and fundamentals. 13. 3D Chapter 4: The implementation of true 3D and the Flash 3D API in a sample game (Game #4). 14. Social Gaming Chapter 1: Case study of a good Social Game, and what standards have evolved. 15. Social Gaming Chapter 2: The technicalities and code of interfacing with Facebook from a backend and frontend perspective. 16. Social Gaming Chapter 3: The Development of a sample Social Game for Facebook (Game #5). 17. Mobile Games: Things to consider, motion sensors and new ways of looking at user interactivity. (Accelerometer, touch, multitouch, GPS, etc). 18. Mobile Game example game (Game #6). 19. Conclusion. Appendix A: The key code chart. Appendix B: The ASCII character list. Appendix C: About the CD-ROM.

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