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Foundation Game Design with Flash (Foundations) (Englisch) Taschenbuch – 2. Juni 2010


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Produktinformation

  • Taschenbuch: 608 Seiten
  • Verlag: Apress; Auflage: 2009 (2. Juni 2010)
  • Sprache: Englisch
  • ISBN-10: 1430218215
  • ISBN-13: 978-1430218210
  • Größe und/oder Gewicht: 19,1 x 3,5 x 22,9 cm
  • Durchschnittliche Kundenbewertung: 4.0 von 5 Sternen  Alle Rezensionen anzeigen (4 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 402.726 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Über den Autor und weitere Mitwirkende

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.

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Buchdeckel | Copyright | Inhaltsverzeichnis | Auszug | Stichwortverzeichnis
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Die hilfreichsten Kundenrezensionen

3 von 4 Kunden fanden die folgende Rezension hilfreich Von Dennis Treder am 5. März 2010
Format: Taschenbuch
Like said in the title: This book has NOTHING to do with game design. In fact it is just a basic tutorial for Flash. At the end you could do something that might look like a game (player, enemy, maze, health-bar), but not a single word about game design is spoken.

Even as a "tutorial" it is awful, with code like "if(player.hitTestObject(enemy){enemy.gotoAndPlay(2)}" and other stuff that is pain to read and should not be taught in a book. Even if this book only intends to give me the programming skills for making a game, it lacks of all important content. You just "hardcode" your running game into the timelines. Starting? Reset? Save? Retry? More levels? The "object oriented game manager" that shall handle this is introduced on two pages and does magic like "MovieClip(parent).checkCollisionWithPlayer(this)". Winning the game? That's easy -> "if((enemyOne == null && enemyTwo == null)) ... if(!doorTwo.isOpen)..." (page 381).

Preload your game? Explaining the all important font embedding in flash? Nope. I could go on...

Conclusion:

1) The book is a lie. It is not about "Game Design" at all.

2) Noone should program like this! The 500some pages of this book teach you structures that will give you headache on every project that is larger than a tic-tac-toe.
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Format: Taschenbuch
Im Gegensatz meines Vor-Rezensienten war ich als Anfänger von diesem Buch begeistert.

Man muss natürlich klar sagen: Es wird der hier ganz klar Anfänger angesprochen, dem
die Grundkonzepte der Programmierung, insbesondere von OOP vermittelt werden müssen.

Der Autor hat meines Erachtens viel Engagement in das Buch gesteckt, er führt den Leser
auf rund 570 Seiten durch die Basiskonzepte von AS3 und steigert den Schwierigkeitsgrad
allmählich. Der Autor spricht den Leser immer wieder persönlich an und macht ihm Mut;
das hat mich persönlich immer wieder motiviert weiterzumachen. Das English dieses Buches
ist übrigens auch für "normal-talentierte" recht gut zu verstehen.

Alleine die Implementierung vieler physikalischer Effekte u. Gesetze und die Vorstellung
von 3 verschiedenen "Hit-Objekt"-Verfahren finde ich Gold wert. Z.B. bietet Kapitel 10
ganze 17 kleine, aber nützliche Beispiele für tolle Effekte und Handlings (z.B. Drag & Drop),
Easing, Tweening, Mouse-Following etc.

Natürlich deckt auch diese Menge an Seiten nicht alle Themen ab und bietet zunächst
die grundsätzlichen Werkzeuge und Techniken, um einem Anfänger einen Leitfaden zu geben.
So muss man sich z.B. für das Level-Design über XML noch einmal über andere Bücher
schlau machen.
So fand ich in einem anderen Flash-Buch über Spiele-Entwicklung ("Real-World Falsh Game Dev.")
wiederum andere nützliche Infos (aber eben auch nicht alle).
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Format: Taschenbuch Verifizierter Kauf
Dieses Buch beitet einen super Einstieg, sowohl in die Spieleprogrammierung, als auch in ActionSript 3.0. Besonders hervorzuheben ist das einfache Englisch, das in diesem Buch benutzt wird. Auch für Leute, die bereits Erfahrung mit Java oder C# haben, ist dieses Buch geeignet, da es bei ActionScript 3 gewisse Besonderheiten zu beachten sind, die der gewöhnliche Java oder C#-Entwickler nicht kennt.

Die Beispiele in diesem Buch sind nicht komplex, dafür aber erwarten dem Leser viele kleine Beispiele, die auf das wichtigste reduziert sind. Besonders das letzte Kapitel hat noch richtig viel Inhalt. Es werden so ziemlich alle Grundlagen abgedeckt, die man für komplexere Spiele braucht. Die Sinus und Cosinus-Rechnungen sind in diesem Buch leider nicht so sehr gelungen, da empfehle ich eher "Flash Game Programming for Dummies". Auch ist die Tastatur-Steuerung, die man in diesem Buch lernt, nicht sehr gut, aber dies kann man sehr einfach in Internet-Tutorials nachschlagen.

Im großen und ganzem ein sehr gutes Buch.

P.S. Die Dateien auf der Homepage lassen sich mit Flash CS3 nicht öffnen. Aber im friendsOfED-Forum sind Dateien für CS3 vorhanden.
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Von anne am 15. Dezember 2010
Format: Taschenbuch
I found this book absolutely life saving. Technical books are very rarely written in such an accessible language.

Just know that this book is for absolute BEGINNERS. That is to say - it is designed for people with NO previous experience with Action script whatsoever. And that is the best thing about it! There are just way too many books out there that claim to teach AC3.0 from 0 but require so much more. For this reason alone - this book a rare find.

It gives exactly that - very good understanding of how Action Script works and how to put things together in a workable game system, explaining every tiny step one by one.

Having said that, I warn you not expect advanced game stuff (i.e.profiling of gamers and massive multiplayer game technology) even at the end of the book. Look for this knowldege when you are done with this book.
This book will give you the confidence of being in control, knowing what is happening, and to never be frustrated with the complexity of the code ever again.

Must-have even for non-game users who want to learn Action Script.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 41 Rezensionen
15 von 15 Kunden fanden die folgende Rezension hilfreich
What a wonderful book! 28. Juli 2009
Von Robert Bergemann - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I wish all computer books were written this well! This is not only the best book (by far) on this subject, but it is also the most clear, comprehensive, and engaging programming book I've read on any subject! The author is expert at building concepts at just the right pace to make the subject easy to digest, but he never skips over explaining the why, as well as the how of each concept. Chap 6 on controlling the player and overhead multi-axis scrolling (think Gauntlet, or Zelda) is well worth the book's price alone. Chap 7 "Bumping into things" gives three different methods for collision detection explaining the benefits and drawbacks of each. This is typical of the author's approach of showing you different ways to accomplish what you wish, and suggesting which method to use in different circumstances, but leaving the use of each tool up to you. He even goes so far as to first demonstrate an inferior, but common way of controlling a player's movement, so the correct method (which immediately follows) will make more sense, leading you to understand why the better method works so well. Chap 9 on platform game physics (think Mario) is superb, and like Chap 6 is worth the book's price alone. Side scrolling platform games are at best glossed over in other books. The whole time I read this book I felt like the author was reading my mind, anticipating my questions, and giving me a little more depth where it was needed. When you finish this book, there will be little (if anything) you can't do in 2D game programming in Flash. Lively, engaging, and actually fun to read, highly recommended!
14 von 14 Kunden fanden die folgende Rezension hilfreich
Great Book on Undersrtanding Flash Game Design 14. Juli 2009
Von F. Stepanski - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Adobe Flash has been around for over 10 years now (wow, has it been that long?) and until recently has been mainly focused on creating online games. Now that in recent versions of Flash have evolved abit, it is being used not only for game design, but also for online video, and RIA applications.

Though for the most part Flash is best suited to create online animated games because it is very efficient for download size, is fast, has a very robust programming language (AS 3.0) and has many tools for quick and easy animation using the timeline.

This book is one of the few books focusing primarily on game design with Flash as opposed to other books focusing on specific topics such as animation or coding or component creation, etc. The author assumes no previous knowledge with Flash or programming but it would be helpful in speeding up your learning curve if you had a little experience in either programming or Flash.

The author starts at the very begginning of the book in explaining the basics of Flash and the components involved as well as the interface with the timeline. The author goes into how to program with ActionScript and how it differs from other languages. Then more basic topics are discussed such as how to create symbols (buttons and movieclips) and a basic template for the first game is discussed.

More ActionScript basic topics are discussed such as variables, using objects and methods, and how to code events. Then the next chapter (chapter 4) one of the more important topics are dicussed which focus on movie clips. Movie clips are the foundation of creating Flash games (let alone almost everything else). Anything in a movie clip (image, video, sound, animation, object) can be controlled via ActionScript which is why its so powerful.

The author gives a great explanation to these important topics and helps the reader understand what will be involved in creating Flash games.

The author then discusses other fun and important topics in game design such as how to use AS to control the player characters in the different keyboard and mouse events. Understanding how to control your characters movement in your game is very important.

I really enjoy the way the author explains the topics discussed because he describes everthing in a relaxed, easy to read format without too much technical jargon (unless needed, of course). It doesnt sound like a technical book, but sounds like a book that someone really enjoys what they are doing and that comes across from the book.

A really fun chapter (chapter 7) is the discussion of how to program collisions with your game character and teh environment you create for it. The author talks about the AS objects hitTestPoint, Collision, etc.

The rest of the book focuses on more somewhat advanced techniques such as object oriented game design, game physics, and advanced charcter control.

Its a very in-depth book and will take you awhile to go through it all but it is done very well and a highly recommeded if you want to really understand flash game design and development.

A great buy!
10 von 10 Kunden fanden die folgende Rezension hilfreich
High Praise for Rex van der Spuy! 17. Oktober 2009
Von MB - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I've struggled through a number of AS books, but even the highest-rated best sellers left me feeling discouraged,frustrated and well, stupid. Not necessarily because of the books themselves-I have a learning disability, and have always struggled with this type of learning. I think the difference is that this author remains empathetic with the reader all the way through. ("Like he was reading my mind" as another reviewer said.) He doesn't "speed ahead" after covering the basics. I would definitely recommend this book for anyone who has given up on Action Script programming.
6 von 6 Kunden fanden die folgende Rezension hilfreich
An amazing book 15. Februar 2011
Von =) - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
This is the best book for flash game design out there. I have tried every single other one, and I can say out of experience that by far this is the most complete of them all. It is highly organized and detailed. I highly recommend this book!

Note: If you liked this book I also highly recommend "AdvancED Game Design with Flash" which is basically a continuation of this book. Also an awesome book.
5 von 5 Kunden fanden die folgende Rezension hilfreich
Rex explains things very well 14. August 2009
Von Zaffer - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I have worked my way through several other books on ActionScript and game design and I wish I had found this one first. Rex van der Spuy clearly explains things about ActionScript that have puzzled me greatly for a long time -- things other authors glossed over. This is a Flash centered, game centered book. Instead of trying to be half Flash, half Flex like other books, this one glories in Flash as a game design tool and teaches by using all of Flash's many capabilities.

This book is very daring in scope. It starts out from "no programming experience" and takes you all the way up to the edge of design patterns, showing you how to make cool games at every level along the way.

I am a kind of medium/intermediate ActionScript programmer myself, and I found the early chapters delightfully relaxing (and learned a lot of new stuff too), the middle chapters absorbing and the final chapters challenging. Whatever level you're at this book has something for you.

Rex, how about writing another book taking us a little further along the path. I'd like to know more about how to put together a structure for a bigger, more complex game, more about composition and game design, more about event dispatching and game design. How about it?

Barbara Parkman
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